fix: Ranger variants are separated
- Fixed item format - Updated with errata - Renamed UA class files to make it easier to updatepull/94/head
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@ -14,7 +14,7 @@
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<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
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<text>• Armor: light, medium, shields</text>
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<text>• Weapons: simple</text>
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<text>• Tools: {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of {@item artisan's tools|PHB} of your choice</text>
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<text>• Tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice</text>
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<text>• Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand</text>
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<text></text>
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<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
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@ -44,7 +44,7 @@
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</autolevel>
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<armor>light, medium, shields</armor>
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<weapons>simple</weapons>
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<tools>{@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of {@item artisan's tools|PHB} of your choice</tools>
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<tools>thieves' tools, tinker's tools, one type of artisan's tools of your choice</tools>
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<wealth>5d4x10</wealth>
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<autolevel level="1">
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<slots>2, 2</slots>
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@ -60,7 +60,7 @@
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<autolevel level="1">
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<feature>
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<name>Magical Tinkering</name>
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<text>At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:</text>
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<text>At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:</text>
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<text>• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</text>
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<text>• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.</text>
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<text>• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.</text>
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@ -77,7 +77,7 @@
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<text>You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.</text>
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<text></text>
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<text>Tools Required:</text>
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<text> You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tools—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.</text>
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<text> You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tools—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.</text>
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<text> After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.</text>
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<text></text>
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<text>The Magic of Artifice:</text>
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@ -122,6 +122,7 @@
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<text> Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).</text>
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<text> Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.</text>
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<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>
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<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>
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<text></text>
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<text>Source: Eberron: Rising from the Last War p. 54</text>
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</feature>
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@ -277,7 +278,7 @@
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<name>Artillerist: Eldritch Cannon</name>
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<text>At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.</text>
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<text>Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.</text>
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<text>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.</text>
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<text>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.</text>
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<text>When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.</text>
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<text></text>
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<text>Eldritch Cannons</text>
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@ -390,10 +391,10 @@
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<autolevel level="3">
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<feature optional="YES">
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<name>Battle Smith: Steel Defender</name>
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<text>By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.</text>
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<text>In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.</text>
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<text>By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.</text>
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<text>In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.</text>
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<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>
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<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.</text>
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<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>
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<text></text>
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<text>Source: Eberron: Rising from the Last War p. 60</text>
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</feature>
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@ -467,7 +468,7 @@
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<autolevel level="3">
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<feature>
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<name>The Right Tool for the Job</name>
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<text>At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.</text>
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<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>
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<text></text>
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<text>Source: Eberron: Rising from the Last War p. 54</text>
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</feature>
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@ -2,6 +2,33 @@
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<compendium version="5" auto_indent="NO">
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<class>
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<name>Cleric</name>
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<autolevel level="1">
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<feature optional="YES">
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<name>Divine Domain: Ambition Domain (PSA)</name>
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<text>"The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife."</text>
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<text>Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.</text>
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<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
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<text></text>
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<text>Ambition Domain Spells</text>
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<text>Cleric Level | Spells</text>
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<text>1st | bane, disguise self</text>
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<text>3rd | mirror image, ray of enfeeblement</text>
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<text>5th | bestow curse, vampiric touch</text>
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<text>7th | death ward, dimension door</text>
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<text>9th | dominate person, modify memory</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="1">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Warding Flare</name>
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<text>When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.</text>
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<text>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="1">
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<feature optional="YES">
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<name>Divine Domain: Knowledge Domain (PSA)</name>
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@ -80,33 +107,6 @@
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<text>Source: Plane Shift: Amonkhet p. 26</text>
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</feature>
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</autolevel>
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<autolevel level="1">
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<feature optional="YES">
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<name>Divine Domain: Ambition Domain (PSA)</name>
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<text>"The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife."</text>
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<text>Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.</text>
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<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
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<text></text>
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<text>Ambition Domain Spells</text>
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<text>Cleric Level | Spells</text>
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<text>1st | bane, disguise self</text>
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<text>3rd | mirror image, ray of enfeeblement</text>
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<text>5th | bestow curse, vampiric touch</text>
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<text>7th | death ward, dimension door</text>
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<text>9th | dominate person, modify memory</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="1">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Warding Flare</name>
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<text>When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.</text>
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<text>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="1">
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<feature optional="YES">
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<name>Divine Domain: Zeal Domain (PSA)</name>
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@ -142,6 +142,16 @@
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<text>Source: Plane Shift: Amonkhet p. 28</text>
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</feature>
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</autolevel>
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<autolevel level="2">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Channel Divinity: Invoke Duplicity</name>
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<text>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</text>
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<text>As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.</text>
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<text>For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="2">
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<feature optional="YES">
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<name>Knowledge Domain (PSA): Subclass Feature</name>
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@ -167,16 +177,6 @@
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<text>Source: Plane Shift: Amonkhet p. 26</text>
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</feature>
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</autolevel>
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<autolevel level="2">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Channel Divinity: Invoke Duplicity</name>
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<text>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</text>
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<text>As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.</text>
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<text>For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="2">
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<feature optional="YES">
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<name>Zeal Domain (PSA): Channel Divinity: Consuming Fervor</name>
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<text>Source: Plane Shift: Amonkhet p. 28</text>
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</feature>
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</autolevel>
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<autolevel level="6">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Channel Divinity: Cloak of Shadows</name>
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<text>Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="6">
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<feature optional="YES">
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<name>Knowledge Domain (PSA): Subclass Feature</name>
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<text>Source: Plane Shift: Amonkhet p. 26</text>
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</feature>
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</autolevel>
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<autolevel level="6">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Channel Divinity: Cloak of Shadows</name>
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<text>Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="6">
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<feature optional="YES">
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<name>Zeal Domain (PSA): Resounding Strike</name>
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<text>Source: Plane Shift: Amonkhet p. 28</text>
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</feature>
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</autolevel>
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<autolevel level="8">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Blessed Strikes</name>
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<text>8th-level cleric Divine Domain feature (replaces Potent Spellcasting)</text>
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<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="8">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Potent Spellcasting</name>
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<text>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="8">
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<feature optional="YES">
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<name>Knowledge Domain (PSA): Subclass Feature</name>
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<text>Source: Plane Shift: Amonkhet p. 26</text>
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</feature>
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</autolevel>
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<autolevel level="8">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Blessed Strikes</name>
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<text>8th-level cleric Divine Domain feature (replaces Potent Spellcasting)</text>
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<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="8">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Potent Spellcasting</name>
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<text>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
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<text></text>
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<text>Source: Plane Shift: Amonkhet p. 27</text>
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</feature>
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</autolevel>
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<autolevel level="8">
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<feature optional="YES">
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<name>Zeal Domain (PSA): Blessed Strikes</name>
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<text>Source: Plane Shift: Amonkhet p. 28</text>
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</feature>
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</autolevel>
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<autolevel level="17">
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<feature optional="YES">
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<name>Ambition Domain (PSA): Improved Duplicity</name>
|
||||
<text>At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Plane Shift: Amonkhet p. 27</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Knowledge Domain (PSA): Subclass Feature</name>
|
||||
|
|
@ -326,14 +334,6 @@
|
|||
<text>Source: Plane Shift: Amonkhet p. 26</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Ambition Domain (PSA): Improved Duplicity</name>
|
||||
<text>At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Plane Shift: Amonkhet p. 27</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Zeal Domain (PSA): Blaze of Glory</name>
|
||||
|
|
|
|||
|
|
@ -199,7 +199,7 @@
|
|||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Land: Natural Recovery</name>
|
||||
<text>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest</text>
|
||||
<text>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.</text>
|
||||
<text>For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 68</text>
|
||||
|
|
|
|||
|
|
@ -60,9 +60,6 @@
|
|||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Defense</name>
|
||||
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
|
||||
|
|
@ -81,39 +78,18 @@
|
|||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Protection</name>
|
||||
<text>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Two-Weapon Fighting</name>
|
||||
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
|
|
@ -141,22 +117,6 @@
|
|||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Martial Archetype: Champion</name>
|
||||
<text>The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Improved Critical</name>
|
||||
<text>Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Martial Archetype: Battle Master</name>
|
||||
|
|
@ -169,13 +129,16 @@
|
|||
<feature optional="YES">
|
||||
<name>Battle Master: Combat Superiority</name>
|
||||
<text>When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.</text>
|
||||
<name>Battle Master: Maneuvers</name>
|
||||
<text></text>
|
||||
<text>Maneuvers</text>
|
||||
<text> You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.</text>
|
||||
<text> You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.</text>
|
||||
<name>Battle Master: Superiority Dice</name>
|
||||
<text></text>
|
||||
<text>Superiority Dice</text>
|
||||
<text> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.</text>
|
||||
<text> You gain another superiority die at 7th level and one more at 15th level.</text>
|
||||
<name>Battle Master: Saving Throws</name>
|
||||
<text></text>
|
||||
<text>Saving Throws</text>
|
||||
<text> Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 73</text>
|
||||
|
|
@ -206,6 +169,22 @@
|
|||
<text>Source: Player's Handbook p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Martial Archetype: Champion</name>
|
||||
<text>The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Improved Critical</name>
|
||||
<text>Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Martial Archetype: Eldritch Knight</name>
|
||||
|
|
@ -279,15 +258,6 @@
|
|||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Remarkable Athlete</name>
|
||||
<text>Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.</text>
|
||||
<text>In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Battle Master: Additional Maneuvers</name>
|
||||
|
|
@ -319,6 +289,15 @@
|
|||
<text>Source: Player's Handbook p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Remarkable Athlete</name>
|
||||
<text>Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.</text>
|
||||
<text>In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Eldritch Knight: War Magic</name>
|
||||
|
|
@ -353,14 +332,6 @@
|
|||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Additional Fighting Style</name>
|
||||
<text>At 10th level, you can choose a second option from the Fighting Style class feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Battle Master: Additional Maneuvers</name>
|
||||
|
|
@ -377,6 +348,14 @@
|
|||
<text>Source: Player's Handbook p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Additional Fighting Style</name>
|
||||
<text>At 10th level, you can choose a second option from the Fighting Style class feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Eldritch Knight: Eldritch Strike</name>
|
||||
|
|
@ -427,14 +406,6 @@
|
|||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Superior Critical</name>
|
||||
<text>Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Battle Master: Additional Maneuvers</name>
|
||||
|
|
@ -459,6 +430,14 @@
|
|||
<text>Source: Player's Handbook p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Superior Critical</name>
|
||||
<text>Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Eldritch Knight: Arcane Charge</name>
|
||||
|
|
@ -500,14 +479,6 @@
|
|||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Survivor</name>
|
||||
<text>At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Battle Master: Improved Combat Superiority (d12)</name>
|
||||
|
|
@ -516,6 +487,14 @@
|
|||
<text>Source: Player's Handbook p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Champion: Survivor</name>
|
||||
<text>At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Eldritch Knight: Improved War Magic</name>
|
||||
|
|
|
|||
|
|
@ -127,25 +127,6 @@
|
|||
<text>Source: Player's Handbook p. 80</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monastic Tradition: Way of the Open Hand</name>
|
||||
<text>Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Open Hand: Open Hand Technique</name>
|
||||
<text>You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.</text>
|
||||
<text>• It must succeed on a Dexterity saving throw or be knocked prone.</text>
|
||||
<text>• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.</text>
|
||||
<text>• It can't take reactions until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monastic Tradition: Way of the Four Elements</name>
|
||||
|
|
@ -193,6 +174,25 @@
|
|||
<text>Source: Player's Handbook p. 80</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monastic Tradition: Way of the Open Hand</name>
|
||||
<text>Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Open Hand: Open Hand Technique</name>
|
||||
<text>You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.</text>
|
||||
<text>• It must succeed on a Dexterity saving throw or be knocked prone.</text>
|
||||
<text>• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.</text>
|
||||
<text>• It can't take reactions until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
|
|
@ -250,14 +250,6 @@
|
|||
<text>Source: Player's Handbook p. 80</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Open Hand: Wholeness of Body</name>
|
||||
<text>You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Four Elements: Extra Elemental Discipline</name>
|
||||
|
|
@ -267,6 +259,14 @@
|
|||
<text>Source: Player's Handbook p. 80</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Open Hand: Wholeness of Body</name>
|
||||
<text>You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature>
|
||||
<name>Evasion</name>
|
||||
|
|
@ -324,14 +324,6 @@
|
|||
<text>Source: Player's Handbook p. 80</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Open Hand: Tranquility</name>
|
||||
<text>Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Four Elements: Extra Elemental Discipline</name>
|
||||
|
|
@ -341,6 +333,14 @@
|
|||
<text>Source: Player's Handbook p. 80</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Open Hand: Tranquility</name>
|
||||
<text>Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="12" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
|
|
@ -400,15 +400,6 @@
|
|||
<text>Source: Player's Handbook p. 80</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Open Hand: Quivering Palm</name>
|
||||
<text>You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.</text>
|
||||
<text>You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Four Elements: Extra Elemental Discipline</name>
|
||||
|
|
@ -418,6 +409,15 @@
|
|||
<text>Source: Player's Handbook p. 80</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Open Hand: Quivering Palm</name>
|
||||
<text>You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.</text>
|
||||
<text>You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 79</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature>
|
||||
<name>Empty Body</name>
|
||||
|
|
|
|||
|
|
@ -84,9 +84,6 @@
|
|||
<text></text>
|
||||
<text>Source: Player's Handbook p. 82</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Defense</name>
|
||||
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
|
||||
|
|
@ -105,33 +102,12 @@
|
|||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Protection</name>
|
||||
<text>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
|
|
@ -187,68 +163,6 @@
|
|||
<text>Source: Player's Handbook p. 82</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sacred Oath: Oath of the Ancients</name>
|
||||
<text>The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Channel Divinity: Nature's Wrath</name>
|
||||
<text>You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Channel Divinity: Turn the Faithless</name>
|
||||
<text>You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</text>
|
||||
<text>A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.</text>
|
||||
<text>If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Oath Spells</name>
|
||||
<text>You gain oath spells at the paladin levels listed.</text>
|
||||
<text></text>
|
||||
<text>Oath of the Ancients Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | ensnaring strike, speak with animals</text>
|
||||
<text>5th | moonbeam, misty step</text>
|
||||
<text>9th | plant growth, protection from energy</text>
|
||||
<text>13th | ice storm, stoneskin</text>
|
||||
<text>17th | commune with nature, tree stride</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Tenets of the Ancients</name>
|
||||
<text>The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.</text>
|
||||
<text></text>
|
||||
<text>Kindle the Light</text>
|
||||
<text> Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.</text>
|
||||
<text></text>
|
||||
<text>Shelter the Light</text>
|
||||
<text> Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.</text>
|
||||
<text></text>
|
||||
<text>Preserve Your Own Light</text>
|
||||
<text> Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.</text>
|
||||
<text></text>
|
||||
<text>Be the Light</text>
|
||||
<text> Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sacred Oath: Oath of Devotion</name>
|
||||
|
|
@ -295,20 +209,83 @@
|
|||
<feature optional="YES">
|
||||
<name>Oath of Devotion: Tenets of Devotion</name>
|
||||
<text>Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.</text>
|
||||
<name>Oath of Devotion: Honesty</name>
|
||||
<text></text>
|
||||
<text>Honesty</text>
|
||||
<text> Don't lie or cheat. Let your word be your promise.</text>
|
||||
<name>Oath of Devotion: Courage</name>
|
||||
<text></text>
|
||||
<text>Courage</text>
|
||||
<text> Never fear to act, though caution is wise.</text>
|
||||
<name>Oath of Devotion: Compassion</name>
|
||||
<text></text>
|
||||
<text>Compassion</text>
|
||||
<text> Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.</text>
|
||||
<name>Oath of Devotion: Honor</name>
|
||||
<text></text>
|
||||
<text>Honor</text>
|
||||
<text> Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.</text>
|
||||
<name>Oath of Devotion: Duty</name>
|
||||
<text></text>
|
||||
<text>Duty</text>
|
||||
<text> Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 85</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sacred Oath: Oath of the Ancients</name>
|
||||
<text>The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Channel Divinity: Nature's Wrath</name>
|
||||
<text>You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Channel Divinity: Turn the Faithless</name>
|
||||
<text>You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</text>
|
||||
<text>A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.</text>
|
||||
<text>If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Oath Spells</name>
|
||||
<text>You gain oath spells at the paladin levels listed.</text>
|
||||
<text></text>
|
||||
<text>Oath of the Ancients Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | ensnaring strike, speak with animals</text>
|
||||
<text>5th | moonbeam, misty step</text>
|
||||
<text>9th | plant growth, protection from energy</text>
|
||||
<text>13th | ice storm, stoneskin</text>
|
||||
<text>17th | commune with nature, tree stride</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Tenets of the Ancients</name>
|
||||
<text>The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.</text>
|
||||
<name>Oath of the Ancients: Kindle the Light</name>
|
||||
<text> Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.</text>
|
||||
<name>Oath of the Ancients: Shelter the Light</name>
|
||||
<text> Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.</text>
|
||||
<name>Oath of the Ancients: Preserve Your Own Light</name>
|
||||
<text> Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.</text>
|
||||
<name>Oath of the Ancients: Be the Light</name>
|
||||
<text> Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sacred Oath: Oath of Vengeance</name>
|
||||
|
|
@ -413,15 +390,6 @@
|
|||
<text>Source: Player's Handbook p. 82</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Aura of Warding</name>
|
||||
<text>Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.</text>
|
||||
<text>At 18th level, the range of this aura increases to 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Devotion: Aura of Devotion</name>
|
||||
|
|
@ -431,6 +399,15 @@
|
|||
<text>Source: Player's Handbook p. 85</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Aura of Warding</name>
|
||||
<text>Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.</text>
|
||||
<text>At 18th level, the range of this aura increases to 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Vengeance: Relentless Avenger</name>
|
||||
|
|
@ -515,6 +492,14 @@
|
|||
<text>Source: Player's Handbook p. 82</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Devotion: Purity of Spirit</name>
|
||||
<text>Beginning at 15th level, you are always under the effects of a protection from evil and good spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 85</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Undying Sentinel</name>
|
||||
|
|
@ -524,14 +509,6 @@
|
|||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Devotion: Purity of Spirit</name>
|
||||
<text>Beginning at 15th level, you are always under the effects of a protection from evil and good spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 85</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Vengeance: Soul of Vengeance</name>
|
||||
|
|
@ -589,6 +566,17 @@
|
|||
<text>Source: Player's Handbook p. 82</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Devotion: Holy Nimbus</name>
|
||||
<text>At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.</text>
|
||||
<text>Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.</text>
|
||||
<text>In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 85</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Ancients: Elder Champion</name>
|
||||
|
|
@ -602,17 +590,6 @@
|
|||
<text>Source: Player's Handbook p. 86</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Devotion: Holy Nimbus</name>
|
||||
<text>At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.</text>
|
||||
<text>Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.</text>
|
||||
<text>In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 85</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Vengeance: Avenging Angel</name>
|
||||
|
|
|
|||
|
|
@ -90,9 +90,6 @@
|
|||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Defense</name>
|
||||
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
|
||||
|
|
@ -105,33 +102,12 @@
|
|||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Two-Weapon Fighting</name>
|
||||
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
|
|
@ -164,86 +140,6 @@
|
|||
<text>Source: Player's Handbook p. 89</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Ranger Archetype: Hunter</name>
|
||||
<text>Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Horde Breaker</name>
|
||||
<text>Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Hunter's Prey</name>
|
||||
<text>At 3rd level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Colossus Slayer</name>
|
||||
<text>Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Giant Killer</name>
|
||||
<text>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Ranger Archetype: Hunter</name>
|
||||
<text>Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Horde Breaker</name>
|
||||
<text>Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Hunter's Prey</name>
|
||||
<text>At 3rd level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Colossus Slayer</name>
|
||||
<text>Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Giant Killer</name>
|
||||
<text>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Ranger Archetype: Beast Master</name>
|
||||
|
|
@ -308,6 +204,86 @@
|
|||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Ranger Archetype: Hunter</name>
|
||||
<text>Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Horde Breaker</name>
|
||||
<text>Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Hunter's Prey</name>
|
||||
<text>At 3rd level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Colossus Slayer</name>
|
||||
<text>Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Giant Killer</name>
|
||||
<text>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Ranger Archetype: Hunter</name>
|
||||
<text>Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Horde Breaker</name>
|
||||
<text>Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Hunter's Prey</name>
|
||||
<text>At 3rd level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Colossus Slayer</name>
|
||||
<text>Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Giant Killer</name>
|
||||
<text>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Primeval Awareness</name>
|
||||
|
|
@ -362,6 +338,22 @@
|
|||
<text>Source: Player's Handbook p. 89</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Exceptional Training</name>
|
||||
<text>Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Exceptional Training</name>
|
||||
<text>Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Defensive Tactics</name>
|
||||
|
|
@ -426,22 +418,6 @@
|
|||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Exceptional Training</name>
|
||||
<text>Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Exceptional Training</name>
|
||||
<text>Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<slots>0, 4, 3</slots>
|
||||
</autolevel>
|
||||
|
|
@ -497,6 +473,22 @@
|
|||
<text>Source: Player's Handbook p. 89</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Bestial Fury</name>
|
||||
<text>Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Bestial Fury</name>
|
||||
<text>Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Multiattack</name>
|
||||
|
|
@ -545,22 +537,6 @@
|
|||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Bestial Fury</name>
|
||||
<text>Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Bestial Fury</name>
|
||||
<text>Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="12">
|
||||
<slots>0, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
|
|
@ -606,70 +582,6 @@
|
|||
<text>Source: Player's Handbook p. 89</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Evasion</name>
|
||||
<text>You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Stand Against the Tide</name>
|
||||
<text>When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Superior Hunter's Defense</name>
|
||||
<text>At 15th level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Uncanny Dodge</name>
|
||||
<text>When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Evasion</name>
|
||||
<text>You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Stand Against the Tide</name>
|
||||
<text>When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Superior Hunter's Defense</name>
|
||||
<text>At 15th level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Uncanny Dodge</name>
|
||||
<text>When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Share Spells</name>
|
||||
|
|
@ -686,6 +598,70 @@
|
|||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Evasion</name>
|
||||
<text>You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Stand Against the Tide</name>
|
||||
<text>When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Superior Hunter's Defense</name>
|
||||
<text>At 15th level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Uncanny Dodge</name>
|
||||
<text>When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Evasion</name>
|
||||
<text>You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Stand Against the Tide</name>
|
||||
<text>When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Superior Hunter's Defense</name>
|
||||
<text>At 15th level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Uncanny Dodge</name>
|
||||
<text>When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="16">
|
||||
<slots>0, 4, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
|
|
|
|||
|
|
@ -209,12 +209,6 @@
|
|||
<text></text>
|
||||
<text>Source: Player's Handbook p. 108</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
<slots>3</slots>
|
||||
|
|
|
|||
|
|
@ -266,31 +266,6 @@
|
|||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Tradition: School of Transmutation</name>
|
||||
<text>You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.</text>
|
||||
<text>Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>School of Transmutation: Minor Alchemy</name>
|
||||
<text>Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>School of Transmutation: Transmutation Savant</name>
|
||||
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Tradition: School of Necromancy</name>
|
||||
|
|
@ -316,6 +291,31 @@
|
|||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Tradition: School of Transmutation</name>
|
||||
<text>You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.</text>
|
||||
<text>Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>School of Transmutation: Minor Alchemy</name>
|
||||
<text>Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>School of Transmutation: Transmutation Savant</name>
|
||||
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<slots>3, 4, 2</slots>
|
||||
</autolevel>
|
||||
|
|
@ -395,6 +395,17 @@
|
|||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>School of Necromancy: Undead Thralls</name>
|
||||
<text>At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.</text>
|
||||
<text>Whenever you create an undead using a necromancy spell, it has additional benefits:</text>
|
||||
<text>• The creature's hit point maximum is increased by an amount equal to your wizard level.</text>
|
||||
<text>• The creature adds your proficiency bonus to its weapon damage rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>School of Transmutation: Transmuter's Stone</name>
|
||||
|
|
@ -409,17 +420,6 @@
|
|||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>School of Necromancy: Undead Thralls</name>
|
||||
<text>At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.</text>
|
||||
<text>Whenever you create an undead using a necromancy spell, it has additional benefits:</text>
|
||||
<text>• The creature's hit point maximum is increased by an amount equal to your wizard level.</text>
|
||||
<text>• The creature adds your proficiency bonus to its weapon damage rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<slots>4, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
|
|
@ -506,6 +506,14 @@
|
|||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>School of Necromancy: Inured to Undeath</name>
|
||||
<text>Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>School of Transmutation: Shapechanger</name>
|
||||
|
|
@ -515,14 +523,6 @@
|
|||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>School of Necromancy: Inured to Undeath</name>
|
||||
<text>Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<slots>5, 4, 3, 3, 3, 2, 1</slots>
|
||||
</autolevel>
|
||||
|
|
@ -604,6 +604,15 @@
|
|||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>School of Necromancy: Command Undead</name>
|
||||
<text>Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.</text>
|
||||
<text>Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>School of Transmutation: Master Transmuter</name>
|
||||
|
|
@ -620,15 +629,6 @@
|
|||
<text>Source: Player's Handbook p. 119</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>School of Necromancy: Command Undead</name>
|
||||
<text>Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.</text>
|
||||
<text>Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 118</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<slots>5, 4, 3, 3, 3, 2, 1, 1, 1</slots>
|
||||
</autolevel>
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@
|
|||
<text>• Your walking speed increases by 10 feet.</text>
|
||||
<text>• You have advantage on Dexterity (Acrobatics) checks.</text>
|
||||
<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 twice. You regain all expended uses of it when you finish a short or long rest.</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: Sword Coast Adventurer's Guide p. 141</text>
|
||||
</feature>
|
||||
|
|
@ -64,7 +64,7 @@
|
|||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<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.</text>
|
||||
<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: Sword Coast Adventurer's Guide p. 141</text>
|
||||
</feature>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,117 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Artificer</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): 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: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Armor Model</name>
|
||||
<text>3rd-level Armorer feature</text>
|
||||
<text>You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it.</text>
|
||||
<text>Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.</text>
|
||||
<text>You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.</text>
|
||||
<text></text>
|
||||
<text>Guardian</text>
|
||||
<text> You design your armor to be in the frontline of conflict. It has the following features:</text>
|
||||
<text></text>
|
||||
<text> Thunder Gauntlets.</text>
|
||||
<text>• Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.</text>
|
||||
<text> Defensive Field.</text>
|
||||
<text>• You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Infiltrator</text>
|
||||
<text> You customize your armor for subtle undertakings. It has the following features:</text>
|
||||
<text></text>
|
||||
<text> Lightning Launcher.</text>
|
||||
<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>• The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Armorer Spells</name>
|
||||
<text>3rd-level Armorer feature</text>
|
||||
<text>You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
|
||||
<text></text>
|
||||
<text>Armorer Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | magic missile, shield</text>
|
||||
<text>5th | mirror image, shatter</text>
|
||||
<text>9th | hypnotic pattern, lightning bolt</text>
|
||||
<text>13th | fire shield, greater invisibility</text>
|
||||
<text>17th | passwall, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Power Armor</name>
|
||||
<text>3rd-level Armorer feature</text>
|
||||
<text>Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith's tools in hand.</text>
|
||||
<text>You gain the following benefits while wearing the power armor:</text>
|
||||
<text>• If the armor normally has a Strength requirement, the power armor lacks this requirement for you.</text>
|
||||
<text>• You can use the power armor as a spellcasting focus for your artificer spells.</text>
|
||||
<text>• The power armor attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.</text>
|
||||
<text>The armor continues to be power armor until you doff it, you don another suit of armor, or you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Tools of the Trade</name>
|
||||
<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: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Extra Attack</name>
|
||||
<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: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Armor Modifications</name>
|
||||
<text>9th-level Armorer feature</text>
|
||||
<text>You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Perfected Armor</name>
|
||||
<text>15th-level Armorer feature</text>
|
||||
<text>Your power armor gains additional benefits based on its model, as shown below.</text>
|
||||
<name>Armorer (UA): Guardian</name>
|
||||
<text> Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.</text>
|
||||
<text> You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.</text>
|
||||
<name>Armorer (UA): Infiltrator</name>
|
||||
<text> Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -14,7 +14,7 @@
|
|||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light, medium</text>
|
||||
<text>• Weapons: simple</text>
|
||||
<text>• Tools: {@item Thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice</text>
|
||||
<text>• Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice</text>
|
||||
<text>• Skills: Choose 2 from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight Of Hand</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
|
|
@ -28,7 +28,7 @@
|
|||
</autolevel>
|
||||
<armor>light, medium</armor>
|
||||
<weapons>simple</weapons>
|
||||
<tools>{@item Thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice</tools>
|
||||
<tools>Thieves' tools, tinker's tools, one type of artisan's tools of your choice</tools>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Artificer (UA) Specialist</name>
|
||||
|
|
@ -14,7 +14,7 @@
|
|||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light, medium, shields</text>
|
||||
<text>• Weapons: simple, hand crossbows, heavy crossbows</text>
|
||||
<text>• Tools: {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice</text>
|
||||
<text>• Tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice</text>
|
||||
<text>• Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
|
|
@ -44,7 +44,7 @@
|
|||
</autolevel>
|
||||
<armor>light, medium, shields</armor>
|
||||
<weapons>simple, hand crossbows, heavy crossbows</weapons>
|
||||
<tools>{@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice</tools>
|
||||
<tools>thieves' tools, tinker's tools, one type of artisan's tools of your choice</tools>
|
||||
<wealth>5d4x10</wealth>
|
||||
<autolevel level="1">
|
||||
<slots>2, 2</slots>
|
||||
|
|
@ -346,7 +346,7 @@
|
|||
<name>Artillerist: Eldritch Cannon</name>
|
||||
<text>At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.</text>
|
||||
<text>Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.</text>
|
||||
<text>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.</text>
|
||||
<text>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.</text>
|
||||
<text>When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.</text>
|
||||
<text></text>
|
||||
<text>Eldritch Cannons</text>
|
||||
|
|
@ -459,10 +459,10 @@
|
|||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Steel Defender</name>
|
||||
<text>By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.</text>
|
||||
<text>By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.</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 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.</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: Unearthed Arcana: Artificer Revisited p. 11</text>
|
||||
</feature>
|
||||
|
|
@ -2,50 +2,6 @@
|
|||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Bard</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): College of Swords</name>
|
||||
<text>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</text>
|
||||
<text>Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them.</text>
|
||||
<text>Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Blade Flourish</name>
|
||||
<text>At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.</text>
|
||||
<text></text>
|
||||
<text>Defensive Flourish</text>
|
||||
<text> You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Trick Shooter's Flourish</text>
|
||||
<text> This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.</text>
|
||||
<text></text>
|
||||
<text>Unnerving Flourish</text>
|
||||
<text> Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.</text>
|
||||
<text> The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Bonus Proficiencies</name>
|
||||
<text>When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Fighting Style</name>
|
||||
<text>The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Satire (UA): College of Satire</name>
|
||||
|
|
@ -77,10 +33,43 @@
|
|||
<text>Source: Unearthed Arcana: Kits Of Old p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Extra Attack</name>
|
||||
<text>Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<name>College of Swords (UA): College of Swords</name>
|
||||
<text>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</text>
|
||||
<text>Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them.</text>
|
||||
<text>Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Blade Flourish</name>
|
||||
<text>At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.</text>
|
||||
<name>College of Swords (UA): Defensive Flourish</name>
|
||||
<text> You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.</text>
|
||||
<name>College of Swords (UA): Trick Shooter's Flourish</name>
|
||||
<text> This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.</text>
|
||||
<name>College of Swords (UA): Unnerving Flourish</name>
|
||||
<text> Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.</text>
|
||||
<text> The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Bonus Proficiencies</name>
|
||||
<text>When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Fighting Style</name>
|
||||
<text>The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
|
|
@ -94,10 +83,10 @@
|
|||
<text>Source: Unearthed Arcana: Kits Of Old p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Battle Magic</name>
|
||||
<text>At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.</text>
|
||||
<name>College of Swords (UA): Extra Attack</name>
|
||||
<text>Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
|
|
@ -112,5 +101,13 @@
|
|||
<text>Source: Unearthed Arcana: Kits Of Old p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Battle Magic</name>
|
||||
<text>At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -24,7 +24,7 @@
|
|||
<feature optional="YES">
|
||||
<name>Way of the Ascendant Dragon (UA): Breath of the Dragon</name>
|
||||
<text>3rd-level Way of the Ascendant Dragon feature</text>
|
||||
<text>You can channel your ki into destructive waves of energy like the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.</text>
|
||||
<text>You can channel your ki into destructive waves of energy like the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.</text>
|
||||
<text>At 11th level, the damage of your breath increases to three rolls of your Martial Arts die.</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. While you have no uses available, you can spend 1 ki point to use this feature again.</text>
|
||||
<text></text>
|
||||
|
|
@ -0,0 +1,249 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,238 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -1,749 +0,0 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Spell-less) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Revised) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Extra Attack</name>
|
||||
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -1,716 +0,0 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Spell-less) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Revised) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Extra Attack</name>
|
||||
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -1,500 +0,0 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Spell-less) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Revised) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Extra Attack</name>
|
||||
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,166 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,228 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -1,686 +0,0 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Spell-less) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Revised) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Extra Attack</name>
|
||||
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -100,104 +100,4 @@
|
|||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
<class>
|
||||
<name>Ranger (Spell-less) (UA)</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Deep Stalker</name>
|
||||
<text>Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Deep Stalker Magic</name>
|
||||
<text>From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known.</text>
|
||||
<text></text>
|
||||
<text>Deep Stalker Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | disguise self</text>
|
||||
<text>5th | rope trick</text>
|
||||
<text>9th | glyph of warding</text>
|
||||
<text>13th | greater invisibility</text>
|
||||
<text>17th | seeming</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Underdark Scout</name>
|
||||
<text>At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Deep Stalker</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Underdark Scout</name>
|
||||
<text>At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Iron Mind</name>
|
||||
<text>At 7th level, you gain proficiency in Wisdom saving throws.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Iron Mind</name>
|
||||
<text>At 7th level, you gain proficiency in Wisdom saving throws.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Stalker's Flurry</name>
|
||||
<text>Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Stalker's Flurry</name>
|
||||
<text>Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Stalker's Dodge</name>
|
||||
<text>At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Stalker's Dodge</name>
|
||||
<text>At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -13,7 +13,7 @@
|
|||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light, shields</text>
|
||||
<text>• Weapons: simple, martial</text>
|
||||
<text>• Tools: {@item herbalism kit|PHB}</text>
|
||||
<text>• Tools: herbalism kit</text>
|
||||
<text>• Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
|
|
@ -27,7 +27,7 @@
|
|||
</autolevel>
|
||||
<armor>light, shields</armor>
|
||||
<weapons>simple, martial</weapons>
|
||||
<tools>{@item herbalism kit|PHB}</tools>
|
||||
<tools>herbalism kit</tools>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Ambuscade</name>
|
||||
|
|
@ -0,0 +1,392 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Horizon Walker</name>
|
||||
<text>Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Planar Magic</name>
|
||||
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Horizon Walker Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | alter self</text>
|
||||
<text>9th | protection from energy</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | teleportation circle</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Planar Warrior</name>
|
||||
<text>At 3rd level, you learn to draw on the energy of the planes to augment your attacks.</text>
|
||||
<text>As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Portal Lore</name>
|
||||
<text>At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.</text>
|
||||
<text>See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Horizon Walker</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Planar Warrior</name>
|
||||
<text>At 3rd level, you learn to draw on the energy of the planes to augment your attacks.</text>
|
||||
<text>As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Portal Lore</name>
|
||||
<text>At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.</text>
|
||||
<text>See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Horizon Walker</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Planar Magic</name>
|
||||
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Horizon Walker Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | alter self</text>
|
||||
<text>9th | protection from energy</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | teleportation circle</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Planar Warrior</name>
|
||||
<text>At 3rd level, you learn to draw on the energy of the planes to augment your attacks.</text>
|
||||
<text>As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Portal Lore</name>
|
||||
<text>At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.</text>
|
||||
<text>See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Primeval Guardian</name>
|
||||
<text>Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.</text>
|
||||
<text>These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Magic</name>
|
||||
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Primeval Guardian Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | entangle</text>
|
||||
<text>5th | enhance ability</text>
|
||||
<text>9th | conjure animals</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Soul</name>
|
||||
<text>Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.</text>
|
||||
<text>You undergo the following changes while in your guardian form:</text>
|
||||
<text>• Your size becomes Large, unless you were larger.</text>
|
||||
<text>• Any speed you have becomes 5 feet, unless the speed was lower.</text>
|
||||
<text>• Your reach increases by 5 feet.</text>
|
||||
<text>• You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Piercing Thorns</name>
|
||||
<text>At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Primeval Guardian</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.</text>
|
||||
<text>These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Soul</name>
|
||||
<text>Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.</text>
|
||||
<text>You undergo the following changes while in your guardian form:</text>
|
||||
<text>• Your size becomes Large, unless you were larger.</text>
|
||||
<text>• Any speed you have becomes 5 feet, unless the speed was lower.</text>
|
||||
<text>• Your reach increases by 5 feet.</text>
|
||||
<text>• You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Piercing Thorns</name>
|
||||
<text>At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Primeval Guardian</name>
|
||||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.</text>
|
||||
<text>Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.</text>
|
||||
<text>These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Magic</name>
|
||||
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Primeval Guardian Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | entangle</text>
|
||||
<text>5th | enhance ability</text>
|
||||
<text>9th | conjure animals</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Soul</name>
|
||||
<text>Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.</text>
|
||||
<text>You undergo the following changes while in your guardian form:</text>
|
||||
<text>• Your size becomes Large, unless you were larger.</text>
|
||||
<text>• Any speed you have becomes 5 feet, unless the speed was lower.</text>
|
||||
<text>• Your reach increases by 5 feet.</text>
|
||||
<text>• You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Piercing Thorns</name>
|
||||
<text>At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Ethereal Step</name>
|
||||
<text>At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Ethereal Step</name>
|
||||
<text>At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Ethereal Step</name>
|
||||
<text>At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Ancient Fortitude</name>
|
||||
<text>At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Ancient Fortitude</name>
|
||||
<text>At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Ancient Fortitude</name>
|
||||
<text>At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Distant Strike</name>
|
||||
<text>At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.</text>
|
||||
<text>If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Distant Strike</name>
|
||||
<text>At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.</text>
|
||||
<text>If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Distant Strike</name>
|
||||
<text>At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.</text>
|
||||
<text>If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Rooted Defense</name>
|
||||
<text>At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Rooted Defense</name>
|
||||
<text>At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Rooted Defense</name>
|
||||
<text>At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Spectral Defense</name>
|
||||
<text>At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Spectral Defense</name>
|
||||
<text>At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Spectral Defense</name>
|
||||
<text>At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Aura</name>
|
||||
<text>Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Aura</name>
|
||||
<text>Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Aura</name>
|
||||
<text>Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -1,620 +0,0 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger (Revised) (UA)</name>
|
||||
<hd>10</hd>
|
||||
<proficiency>Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</proficiency>
|
||||
<numSkills>3</numSkills>
|
||||
<spellAbility>Wisdom</spellAbility>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Starting Ranger (Revised) (UA)</name>
|
||||
<text>As a 1st-level Ranger (Revised) (UA), you begin play with 10+your Constitution modifier hit points.</text>
|
||||
<text></text>
|
||||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light, medium, shields</text>
|
||||
<text>• Weapons: simple, martial</text>
|
||||
<text>• Tools: none</text>
|
||||
<text>• Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
<text>• (a) scale mail or (b) leather armor</text>
|
||||
<text>• (a) two shortsword or (b) two simple melee weapons</text>
|
||||
<text>• (a) a dungeoneer's pack or (b) an explorer's pack</text>
|
||||
<text>• A longbow and a quiver of arrows (20)</text>
|
||||
<text></text>
|
||||
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light, medium, shields</armor>
|
||||
<weapons>simple, martial</weapons>
|
||||
<tools>none</tools>
|
||||
<wealth>5d4x10</wealth>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Favored Enemy</name>
|
||||
<text>Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.</text>
|
||||
<text>Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</text>
|
||||
<text>When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Natural Explorer</name>
|
||||
<text>You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:</text>
|
||||
<text>• You ignore difficult terrain.</text>
|
||||
<text>• You have advantage on initiative rolls.</text>
|
||||
<text>• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.</text>
|
||||
<text>In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:</text>
|
||||
<text>• Difficult terrain doesn't slow your group's travel.</text>
|
||||
<text>• Your group can't become lost except by magical means.</text>
|
||||
<text>• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.</text>
|
||||
<text>• If you are traveling alone, you can move stealthily at a normal pace.</text>
|
||||
<text>• When you forage, you find twice as much food as you normally would.</text>
|
||||
<text>• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<slots>0, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
<name>Spellcasting</name>
|
||||
<text>By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.</text>
|
||||
<text></text>
|
||||
<text>Spell Slots:</text>
|
||||
<text> The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</text>
|
||||
<text> For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.</text>
|
||||
<text></text>
|
||||
<text>Spells Known of 1st Level and Higher:</text>
|
||||
<text> You know two 1st-level spells of your choice from the ranger spell list.</text>
|
||||
<text> The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.</text>
|
||||
<text> Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.</text>
|
||||
<text></text>
|
||||
<text>Spellcasting Ability:</text>
|
||||
<text> Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
<name>Fighting Style</name>
|
||||
<text>At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name></name>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<slots>0, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Primeval Awareness</name>
|
||||
<text>Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.</text>
|
||||
<text>You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.</text>
|
||||
<text>You cannot use this ability against a creature that you have attacked within the past 10 minutes.</text>
|
||||
<text>Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.</text>
|
||||
<text>If there are multiple groups of your favored enemies within range, you learn this information for each group.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Ranger Conclave</name>
|
||||
<text>At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Beast Conclave: Beast Conclave (UA)</name>
|
||||
<text>Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Beast Conclave: Animal Companion</name>
|
||||
<text>At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.</text>
|
||||
<text>With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.</text>
|
||||
<text>At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.</text>
|
||||
<text>If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.</text>
|
||||
<text>If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Beast Conclave: Companion's Bond</name>
|
||||
<text>Your animal companion gains a variety of benefits while it is linked to you.</text>
|
||||
<text>The animal companion loses its Multiattack action, if it has one.</text>
|
||||
<text>The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.</text>
|
||||
<text>When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.</text>
|
||||
<text>Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.</text>
|
||||
<text>Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.</text>
|
||||
<text>For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.</text>
|
||||
<text>Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.</text>
|
||||
<text>Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."</text>
|
||||
<text>Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.</text>
|
||||
<text></text>
|
||||
<text>Companion Trait</text>
|
||||
<text>d6 | Trait</text>
|
||||
<text>1 | I'm dauntless in the face of adversity.</text>
|
||||
<text>2 | Threaten my friends, threaten me.</text>
|
||||
<text>3 | I stay on alert so others can rest.</text>
|
||||
<text>4 | People see an animal and underestimate me.</text>
|
||||
<text>5 | I have a knack for showing up in the nick of time.</text>
|
||||
<text>6 | I put my friends' needs before my own in all things.</text>
|
||||
<text></text>
|
||||
<text>Companion Flaw</text>
|
||||
<text>d6 | Flaw</text>
|
||||
<text>1 | If there's food left unattended, I'll eat it.</text>
|
||||
<text>2 | I growl at strangers, and all people except my ranger are strangers to me.</text>
|
||||
<text>3 | Any time is a good time for a belly rub.</text>
|
||||
<text>4 | I'm deathly afraid of water.</text>
|
||||
<text>5 | My idea of hello is a flurry of licks to the face.</text>
|
||||
<text>6 | I jump on creatures to tell them how much I love them.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Hunter Conclave (UA)</name>
|
||||
<text>Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Horde Breaker</name>
|
||||
<text>Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Hunter's Prey</name>
|
||||
<text>At 3rd level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Colossus Slayer</name>
|
||||
<text>Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Giant Killer</name>
|
||||
<text>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker Conclave: Deep Stalker Conclave (UA)</name>
|
||||
<text>Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker Conclave: Deep Stalker Magic</name>
|
||||
<text>At 3rd level, you have darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of rangers spells you know.</text>
|
||||
<text></text>
|
||||
<text>Deep Stalker Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | disguise self</text>
|
||||
<text>5th | rope trick</text>
|
||||
<text>9th | glyph of warding</text>
|
||||
<text>13th | greater invisibility</text>
|
||||
<text>17th | seeming</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker Conclave: Underdark Scout</name>
|
||||
<text>At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed and if you use the attack action on that turn, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
<slots>0, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="4" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<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: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<slots>0, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature>
|
||||
<name>Ranger Conclave feature</name>
|
||||
<text>At 5th level, you gain a feature granted to you by your Ranger Conclave.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Beast Conclave: Coordinated Attack</name>
|
||||
<text>Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Extra Attack</name>
|
||||
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker Conclave: Extra Attack</name>
|
||||
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<slots>0, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature>
|
||||
<name>Greater Favored Enemy</name>
|
||||
<text>At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.</text>
|
||||
<text>Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<slots>0, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature>
|
||||
<name>Ranger Conclave feature</name>
|
||||
<text>At 7th level, you gain a feature granted to you by your Ranger Conclave.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Beast Conclave: Beast's Defense</name>
|
||||
<text>At 7th level, while your companion can see you, it has advantage on all saving throws.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Defensive Tactics</name>
|
||||
<text>At 7th level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Escape the Horde</name>
|
||||
<text>Opportunity attacks against you are made with disadvantage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Multiattack Defense</name>
|
||||
<text>When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Steel Will</name>
|
||||
<text>You have advantage on saving throws against being frightened.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker Conclave: Iron Mind</name>
|
||||
<text>At 7th level, you gain proficiency in Wisdom saving throws.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<slots>0, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="8" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<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: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature>
|
||||
<name>Fleet of Foot</name>
|
||||
<text>Beginning at 8th level, you can use the Dash action as a bonus action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<slots>0, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<slots>0, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature>
|
||||
<name>Hide in Plain Sight</name>
|
||||
<text>Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.</text>
|
||||
<text>When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.</text>
|
||||
<text>If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<slots>0, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature>
|
||||
<name>Ranger Conclave feature</name>
|
||||
<text>At 11th level, you gain a feature granted to you by your Ranger Conclave.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Beast Conclave: Storm of Claw and Fangs</name>
|
||||
<text>At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Multiattack</name>
|
||||
<text>At 11th level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Volley</name>
|
||||
<text>You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Whirlwind Attack</name>
|
||||
<text>You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker Conclave: Stalker's Flurry</name>
|
||||
<text>Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. You can gain one additional attack during your turn with this ability.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="12">
|
||||
<slots>0, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="12" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<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: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<slots>0, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<slots>0, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature>
|
||||
<name>Vanish</name>
|
||||
<text>Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<slots>0, 4, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature>
|
||||
<name>Ranger Conclave feature</name>
|
||||
<text>At 15th level, you gain a feature granted to you by your Ranger Conclave.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Beast Conclave: Superior Beast's Defense</name>
|
||||
<text>At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Evasion</name>
|
||||
<text>You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Stand Against the Tide</name>
|
||||
<text>When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Superior Hunter's Defense</name>
|
||||
<text>At 15th level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter Conclave: Uncanny Dodge</name>
|
||||
<text>When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker Conclave: Stalker's Dodge</name>
|
||||
<text>At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="16">
|
||||
<slots>0, 4, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="16" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<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: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<slots>0, 4, 3, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<slots>0, 4, 3, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature>
|
||||
<name>Feral Senses</name>
|
||||
<text>At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="19">
|
||||
<slots>0, 4, 3, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="19" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<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: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<slots>0, 4, 3, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature>
|
||||
<name>Foe Slayer</name>
|
||||
<text>At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
@ -2,43 +2,12 @@
|
|||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): The Raven Queen</name>
|
||||
<text>You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.</text>
|
||||
<text>The Raven Queen's followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||
<text></text>
|
||||
<text>Raven Queen Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | false life, sanctuary</text>
|
||||
<text>2nd | silence, spiritual weapon</text>
|
||||
<text>3rd | feign death, speak with dead</text>
|
||||
<text>4th | ice storm, locate creature</text>
|
||||
<text>5th | commune, cone of cold</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Sentinel Raven</name>
|
||||
<text>Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.</text>
|
||||
<text>While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.</text>
|
||||
<text>You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.</text>
|
||||
<text>The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.</text>
|
||||
<text>At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Hexblade (UA): The Hexblade</name>
|
||||
<text>You have made your pact with a powerful, sentient magic weapon carved from the stuff of the Shadowfell. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. These weapons grow stronger as they consume the life essence of their victims. The strongest of them can use their ties to the Shadowfell to offer power to mortals who serve them. The Raven Queen forged the first of these weapons. They, along with the hexblade warlocks, are another tool she can use to manipulate events in the Material Plane to her inscrutable ends.</text>
|
||||
<name>The Hexblade (UA): Expanded Spell List</name>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||
<text></text>
|
||||
<text>Hexblade Expanded Spells</text>
|
||||
|
|
@ -72,10 +41,33 @@
|
|||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Soul of the Raven</name>
|
||||
<text>At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.</text>
|
||||
<name>The Raven Queen (UA): The Raven Queen</name>
|
||||
<text>You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.</text>
|
||||
<text>The Raven Queen's followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.</text>
|
||||
<name>The Raven Queen (UA): Expanded Spell List</name>
|
||||
<text> The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||
<text></text>
|
||||
<text>Raven Queen Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | false life, sanctuary</text>
|
||||
<text>2nd | silence, spiritual weapon</text>
|
||||
<text>3rd | feign death, speak with dead</text>
|
||||
<text>4th | ice storm, locate creature</text>
|
||||
<text>5th | commune, cone of cold</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Sentinel Raven</name>
|
||||
<text>Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.</text>
|
||||
<text>While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.</text>
|
||||
<text>You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.</text>
|
||||
<text>The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.</text>
|
||||
<text>At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
|
|
@ -89,10 +81,10 @@
|
|||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Raven's Shield</name>
|
||||
<text>At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.</text>
|
||||
<name>The Raven Queen (UA): Soul of the Raven</name>
|
||||
<text>At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
|
|
@ -105,10 +97,10 @@
|
|||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Queen's Right Hand</name>
|
||||
<text>Starting at 14th level, you can channel the Raven Queen's power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can't do so again until you finish a long rest.</text>
|
||||
<name>The Raven Queen (UA): Raven's Shield</name>
|
||||
<text>At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
|
|
@ -121,5 +113,13 @@
|
|||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Queen's Right Hand</name>
|
||||
<text>Starting at 14th level, you can channel the Raven Queen's power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can't do so again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
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Reference in New Issue