Update root-level README and reorganize sources

In an effort to mitigate questions from new, inexperienced users on how
to import data into Fight Club 5e, I rewrote and reorganized the
root-level README file to include detailed instructions on how to
compile their own compendiums using the sources found within this
repository. Some existing data, such as how to create your own
collection file, was moved into other READMEs under the Collections and
Sources directories.

I also took some liberty in reorganizing the directory structure of this
repository and renamed some of the top-level directories. In my view,
having sources under the "FightClub5eXML" folder didn't make a lot of
sense, so I moved those sources into the top-level "Sources" folder. I
made sure to update all of the collection files, along with the
"travis.yml" config file, to properly point to the correct folders.

Finally, while updating the "travis.yml" config file, I changed the
output folder of those build compendiums to be under a top-level
"Compendiums" folder. This folder is ignored by git.
This commit is contained in:
Z. Charles Dziura
2021-11-03 10:55:25 -04:00
parent 94441f22ff
commit cd2e289641
399 changed files with 1648 additions and 1636 deletions

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Animated Object (Huge)</name>
<size>H</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>10 (natural armor)</ac>
<hp>80 (80d1)</hp>
<speed>walk 30 ft.</speed>
<str>18</str>
<dex>6</dex>
<con>10</con>
<int>3</int>
<wis>3</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>6</passive>
<languages></languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<trait>
<name>Animated</name>
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d12 + 4) bludgeoning damage.</text>
<attack>Slam|+8|2d12+4</attack>
</action>
<description>
Source: Player's Handbook p. 213</description>
<environment></environment>
</monster>
<monster>
<name>Animated Object (Large)</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>10 (natural armor)</ac>
<hp>50 (50d1)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>10</dex>
<con>10</con>
<int>3</int>
<wis>3</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>6</passive>
<languages></languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<trait>
<name>Animated</name>
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d10 + 2) bludgeoning damage.</text>
<attack>Slam|+6|2d10+2</attack>
</action>
<description>
Source: Player's Handbook p. 213</description>
<environment></environment>
</monster>
<monster>
<name>Animated Object (Medium)</name>
<size>M</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac>
<hp>40 (40d1)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>12</dex>
<con>10</con>
<int>3</int>
<wis>3</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>6</passive>
<languages></languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<trait>
<name>Animated</name>
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (2d6 + 1) bludgeoning damage.</text>
<attack>Slam|+5|2d6+1</attack>
</action>
<description>
Source: Player's Handbook p. 213</description>
<environment></environment>
</monster>
<monster>
<name>Animated Object (Small)</name>
<size>S</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>25 (25d1)</hp>
<speed>walk 30 ft.</speed>
<str>6</str>
<dex>14</dex>
<con>10</con>
<int>3</int>
<wis>3</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>6</passive>
<languages></languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<trait>
<name>Animated</name>
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage.</text>
<attack>Slam|+6|1d8+2</attack>
</action>
<description>
Source: Player's Handbook p. 213</description>
<environment></environment>
</monster>
<monster>
<name>Animated Object (Tiny)</name>
<size>T</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>18 (natural armor)</ac>
<hp>20 (20d1)</hp>
<speed>walk 30 ft.</speed>
<str>4</str>
<dex>18</dex>
<con>10</con>
<int>3</int>
<wis>3</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>6</passive>
<languages></languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<trait>
<name>Animated</name>
<text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
<text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
<text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage.</text>
<attack>Slam|+8|1d4+4</attack>
</action>
<description>
Source: Player's Handbook p. 213</description>
<environment></environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Barbarian</name>
<hd>12</hd>
<proficiency>Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival</proficiency>
<numSkills>2</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Barbarian</name>
<text>As a 1st-level Barbarian, you begin play with 12+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 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a greataxe or (b) any martial melee weapon</text>
<text>• (a) two handaxe or (b) any simple weapon</text>
<text>• An explorer's pack, and four javelin</text>
<text></text>
<text>Alternatively, you may start with 2d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Barbarian</name>
<text>To multiclass as a Barbarian, you must meet the following prerequisites:</text>
<text>• Strength 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: shields</text>
<text></text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<armor>light, medium, shields</armor>
<weapons>simple, martial</weapons>
<tools>none</tools>
<wealth>2d4x10</wealth>
<autolevel level="1">
<feature>
<name>Rage</name>
<text>In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.</text>
<text>While raging, you gain the following benefits if you aren't wearing heavy armor:</text>
<text>• You have advantage on Strength checks and Strength saving throws.</text>
<text>• When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.</text>
<text>• You have resistance to bludgeoning, piercing, and slashing damage.</text>
<text>If you are able to cast spells, you can't cast them or concentrate on them while raging.</text>
<text>Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.</text>
<text>Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Unarmored Defense</name>
<text>While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Danger Sense</name>
<text>At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Reckless Attack</name>
<text>Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Primal Path</name>
<text>At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Berserker</name>
<text>For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.</text>
<text></text>
<text>Source: Player's Handbook p. 49</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Berserker: Frenzy</name>
<text>Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.</text>
<text></text>
<text>Source: Player's Handbook p. 49</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Totem Warrior: Bear</name>
<text>While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Totem Warrior: Eagle</name>
<text>While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Totem Warrior</name>
<text>The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.</text>
<text>Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Totem Warrior: Wolf</name>
<text>While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Totem Warrior: Spirit Seeker</name>
<text>Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Totem Warrior: Totem Spirit</name>
<text>At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.</text>
<text>Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Totem Warrior: Elk</name>
<text>While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Totem Warrior: Tiger</name>
<text>While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</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: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>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: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Fast Movement</name>
<text>Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="6">
<feature>
<name>Path Feature</name>
<text>At 6th level, you gain a feature from your Primal Path.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Berserker: Mindless Rage</name>
<text>Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.</text>
<text></text>
<text>Source: Player's Handbook p. 49</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Totem Warrior: Bear</name>
<text>You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Totem Warrior: Eagle</name>
<text>You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Totem Warrior: Wolf</name>
<text>You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Totem Warrior: Aspect of the Beast</name>
<text>At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Totem Warrior: Elk</name>
<text>Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Totem Warrior: Tiger</name>
<text>You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="7">
<feature>
<name>Feral Instinct</name>
<text>By 7th level, your instincts are so honed that you have advantage on initiative rolls.</text>
<text>Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</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 uses the optional Feats, you can instead take a feat.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="9">
<feature>
<name>Brutal Critical (1 die)</name>
<text>Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.</text>
<text>This increases to two additional dice at 13th level and three additional dice at 17th level.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Path feature</name>
<text>At 10th level, you gain a feature from your Primal Path.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of the Berserker: Intimidating Presence</name>
<text>Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.</text>
<text>If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.</text>
<text></text>
<text>Source: Player's Handbook p. 49</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of the Totem Warrior: Spirit Walker</name>
<text>At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="11">
<feature>
<name>Relentless Rage</name>
<text>Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.</text>
<text>Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</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 uses the optional Feats, you can instead take a feat.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="13">
<feature>
<name>Brutal Critical (2 dice)</name>
<text>At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.</text>
<text>This increases to three additional dice at 17th level.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="14">
<feature>
<name>Path feature</name>
<text>At 14th level, you gain a feature from your Primal Path.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Berserker: Retaliation</name>
<text>Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.</text>
<text></text>
<text>Source: Player's Handbook p. 49</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Totem Warrior: Bear</name>
<text>While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Totem Warrior: Eagle</name>
<text>While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Totem Warrior: Wolf</name>
<text>While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Totem Warrior: Totemic Attunement</name>
<text>At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Totem Warrior: Elk</name>
<text>While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Totem Warrior: Tiger</name>
<text>While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.</text>
<text></text>
<text>Source: Player's Handbook p. 50</text>
</feature>
</autolevel>
<autolevel level="15">
<feature>
<name>Persistent Rage</name>
<text>Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</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 uses the optional Feats, you can instead take a feat.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Brutal Critical (3 dice)</name>
<text>At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="18">
<feature>
<name>Indomitable Might</name>
<text>Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</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 uses the optional Feats, you can instead take a feat.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
<autolevel level="20">
<feature>
<name>Primal Champion</name>
<text>At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.</text>
<text></text>
<text>Source: Player's Handbook p. 46</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,435 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Bard</name>
<hd>8</hd>
<proficiency>Dexterity, Charisma, Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion</proficiency>
<numSkills>3</numSkills>
<spellAbility>Charisma</spellAbility>
<autolevel level="1">
<feature optional="YES">
<name>Starting Bard</name>
<text>As a 1st-level Bard, you begin play with 8+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</text>
<text>• Weapons: simple, hand crossbows, longswords, rapiers, shortswords</text>
<text>• Tools: three musical instrument of your choice</text>
<text>• Skills: Choose 3 from Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a rapier, (b) a longsword, or (c) any simple weapon</text>
<text>• (a) a diplomat's pack or (b) an entertainer's pack</text>
<text>• (a) a lute or (b) any other musical instrument</text>
<text>• Leather armor, and a dagger</text>
<text></text>
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Bard</name>
<text>To multiclass as a Bard, you must meet the following prerequisites:</text>
<text>• Charisma 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light</text>
<text>• Weapons: none</text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<armor>light</armor>
<weapons>simple, hand crossbows, longswords, rapiers, shortswords</weapons>
<tools>three musical instrument of your choice</tools>
<wealth>5d4x10</wealth>
<autolevel level="1">
<slots>2, 2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Bardic Inspiration</name>
<text>You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.</text>
<text>Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.</text>
<text>You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.</text>
<text>Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Spellcasting</name>
<text>You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.</text>
<text></text>
<text>Cantrips:</text>
<text> You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.</text>
<text></text>
<text>Spell Slots:</text>
<text> The Bard table shows how many spell slots you have to cast your bard 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.</text>
<text></text>
<text>Spells Known of 1st Level and Higher:</text>
<text> You know four 1st-level spells of your choice from the bard spell list.</text>
<text> You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.</text>
<text></text>
<text>Spellcasting Ability:</text>
<text> Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Ritual Casting:</text>
<text> You can cast any bard spell you know as a ritual if that spell has the ritual tag.</text>
<text></text>
<text>Spellcasting Focus:</text>
<text> You can use a musical instrument as a spellcasting focus for your bard spells.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>2, 3</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Jack of All Trades</name>
<text>Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Song of Rest (d6)</name>
<text>Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.</text>
<text>The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>2, 4, 2</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Bard College</name>
<text>At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Lore</name>
<text>Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.</text>
<text>The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.</text>
<text>The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.</text>
<text></text>
<text>Source: Player's Handbook p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Lore: Bonus Proficiencies</name>
<text>When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Lore: Cutting Words</name>
<text>Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.</text>
<text></text>
<text>Source: Player's Handbook p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Valor</name>
<text>Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.</text>
<text></text>
<text>Source: Player's Handbook p. 55</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Valor: Bonus Proficiencies</name>
<text>When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.</text>
<text></text>
<text>Source: Player's Handbook p. 55</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Valor: Combat Inspiration</name>
<text>Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.</text>
<text></text>
<text>Source: Player's Handbook p. 55</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Expertise</name>
<text>At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</text>
<text>At 10th level, you can choose another two skill proficiencies to gain this benefit.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="4">
<slots>3, 4, 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: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>3, 4, 3, 2</slots>
</autolevel>
<autolevel level="5">
<feature>
<name>Bardic Inspiration (d8)</name>
<text>At 5th level, your Bardic Inspiration die changes to a d8.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Font of Inspiration</name>
<text>Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>3, 4, 3, 3</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Countercharm</name>
<text>At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="6">
<feature>
<name>Bard College feature</name>
<text>At 6th level, you gain a feature from your Bard College.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Lore: Additional Magical Secrets</name>
<text>At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.</text>
<text></text>
<text>Source: Player's Handbook p. 54</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Valor: 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></text>
<text>Source: Player's Handbook p. 55</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>3, 4, 3, 3, 1</slots>
</autolevel>
<autolevel level="8">
<slots>3, 4, 3, 3, 2</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: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>3, 4, 3, 3, 3, 1</slots>
</autolevel>
<autolevel level="9">
<feature>
<name>Song of Rest (d8)</name>
<text>At 9th level, the extra hit points gained from Song of Rest increases to 1d8.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="10">
<slots>4, 4, 3, 3, 3, 2</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Bardic Inspiration (d10)</name>
<text>At 10th level, your Bardic Inspiration die changes to a d10.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Expertise</name>
<text>At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Magical Secrets</name>
<text>By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.</text>
<text>The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.</text>
<text>You learn two additional spells from any classes at 14th level and again at 18th level.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>4, 4, 3, 3, 3, 2, 1</slots>
</autolevel>
<autolevel level="12">
<slots>4, 4, 3, 3, 3, 2, 1</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: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>4, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="13">
<feature>
<name>Song of Rest (d10)</name>
<text>At 13th level, the extra hit points gained from Song of Rest increases to 1d10.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="14">
<slots>4, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Magical Secrets</name>
<text>At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.</text>
<text>The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="14">
<feature>
<name>Bard College feature</name>
<text>At 14th level, you gain a feature from your Bard College.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>College of Lore: Peerless Skill</name>
<text>Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.</text>
<text></text>
<text>Source: Player's Handbook p. 54</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>College of Valor: 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: Player's Handbook p. 55</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>4, 4, 3, 3, 3, 2, 1, 1, 1</slots>
</autolevel>
<autolevel level="15">
<feature>
<name>Bardic Inspiration (d12)</name>
<text>At 15th level, your Bardic Inspiration die changes to a d12.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="16">
<slots>4, 4, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>4, 4, 3, 3, 3, 2, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="17">
<feature>
<name>Song of Rest (d12)</name>
<text>At 17th level, the extra hit points gained from Song of Rest increases to 1d12.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="18">
<slots>4, 4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="18">
<feature>
<name>Magical Secrets</name>
<text>At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.</text>
<text>The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="19">
<slots>4, 4, 3, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 51</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>4, 4, 3, 3, 3, 3, 2, 2, 1, 1</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Superior Inspiration</name>
<text>At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.</text>
<text></text>
<text>Source: Player's Handbook p. 51</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,768 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Cleric</name>
<hd>8</hd>
<proficiency>Wisdom, Charisma, History, Insight, Medicine, Persuasion, Religion</proficiency>
<numSkills>2</numSkills>
<spellAbility>Wisdom</spellAbility>
<autolevel level="1">
<feature optional="YES">
<name>Starting Cleric</name>
<text>As a 1st-level Cleric, you begin play with 8+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</text>
<text>• Tools: none</text>
<text>• Skills: Choose 2 from History, Insight, Medicine, Persuasion, Religion</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a mace or (b) a warhammer (if proficient)</text>
<text>• (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)</text>
<text>• (a) a light crossbow and Crossbow Bolts (20) or (b) any simple weapon</text>
<text>• (a) a priest's pack or (b) an explorer's pack</text>
<text>• A shield and a holy symbol</text>
<text></text>
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Cleric</name>
<text>To multiclass as a Cleric, you must meet the following prerequisites:</text>
<text>• Wisdom 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light, medium, shields</text>
<text>• Weapons: none</text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<armor>light, medium, shields</armor>
<weapons>simple</weapons>
<tools>none</tools>
<wealth>5d4x10</wealth>
<autolevel level="1">
<slots>3, 2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Spellcasting</name>
<text>As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.</text>
<text></text>
<text>Cantrips:</text>
<text> At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</text>
<text></text>
<text>Preparing and Casting Spells:</text>
<text> The Cleric table shows how many spell slots you have to cast your cleric 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> You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</text>
<text> For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.</text>
<text> You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</text>
<text></text>
<text>Spellcasting Ability:</text>
<text> Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Ritual Casting:</text>
<text> You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</text>
<text></text>
<text>Spellcasting Focus:</text>
<text> You can use a holy symbol as a spellcasting focus for your cleric spells.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Divine Domain</name>
<text>Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.</text>
<text></text>
<text>Domain Spells:</text>
<text> Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.</text>
<text> If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Knowledge Domain</name>
<text>The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Knowledge Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | command, identify</text>
<text>3rd | augury, suggestion</text>
<text>5th | nondetection, speak with dead</text>
<text>7th | arcane eye, confusion</text>
<text>9th | legend lore, scrying</text>
<text></text>
<text>Source: Player's Handbook p. 59</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Knowledge Domain: Blessings of Knowledge</name>
<text>At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.</text>
<text>Your proficiency bonus is doubled for any ability check you make that uses either of those skills.</text>
<text></text>
<text>Source: Player's Handbook p. 59</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Life Domain</name>
<text>The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Life Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | bless, cure wounds</text>
<text>3rd | lesser restoration, spiritual weapon</text>
<text>5th | beacon of hope, revivify</text>
<text>7th | death ward, guardian of faith</text>
<text>9th | mass cure wounds, raise dead</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Life Domain: Bonus Proficiency</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Life Domain: Disciple of Life</name>
<text>Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Light Domain</name>
<text>Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Light Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | burning hands, faerie fire</text>
<text>3rd | flaming sphere, scorching ray</text>
<text>5th | daylight, fireball</text>
<text>7th | guardian of faith, wall of fire</text>
<text>9th | flame strike, scrying</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Light Domain: Bonus Cantrip</name>
<text>When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Light Domain: Warding Flare</name>
<text>Also 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>
<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>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Nature Domain</name>
<text>Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Nature Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | animal friendship, speak with animals</text>
<text>3rd | barkskin, spike growth</text>
<text>5th | plant growth, wind wall</text>
<text>7th | dominate beast, grasping vine</text>
<text>9th | insect plague, tree stride</text>
<text></text>
<text>Source: Player's Handbook p. 61</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Nature Domain: Acolyte of Nature</name>
<text>At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.</text>
<text></text>
<text>Source: Player's Handbook p. 61</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Nature Domain: Bonus Proficiency</name>
<text>Also at 1st level, you gain proficiency with heavy armor.</text>
<text></text>
<text>Source: Player's Handbook p. 61</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Tempest Domain</name>
<text>Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Tempest Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | fog cloud, thunderwave</text>
<text>3rd | gust of wind, shatter</text>
<text>5th | call lightning, sleet storm</text>
<text>7th | control water, ice storm</text>
<text>9th | destructive wave, insect plague</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Tempest Domain: Bonus Proficiencies</name>
<text>At 1st level, you gain proficiency with martial weapons and heavy armor.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Tempest Domain: Wrath of the Storm</name>
<text>Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.</text>
<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>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Trickery Domain</name>
<text>Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Trickery Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | charm person, disguise self</text>
<text>3rd | mirror image, pass without trace</text>
<text>5th | blink, dispel magic</text>
<text>7th | dimension door, polymorph</text>
<text>9th | dominate person, modify memory</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Trickery Domain: Blessing of the Trickster</name>
<text>Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: War Domain</name>
<text>War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.</text>
<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
<text></text>
<text>War Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | divine favor, shield of faith</text>
<text>3rd | magic weapon, spiritual weapon</text>
<text>5th | crusader's mantle, spirit guardians</text>
<text>7th | freedom of movement, stoneskin</text>
<text>9th | flame strike, hold monster</text>
<text></text>
<text>Source: Player's Handbook p. 63</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>War Domain: Bonus Proficiencies</name>
<text>At 1st level, you gain proficiency with martial weapons and heavy armor.</text>
<text></text>
<text>Source: Player's Handbook p. 63</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>War Domain: War Priest</name>
<text>From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. 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>
<text></text>
<text>Source: Player's Handbook p. 63</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>3, 3</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Channel Divinity (1/rest)</name>
<text>At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.</text>
<text>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.</text>
<text>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.</text>
<text>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Divine Domain feature</name>
<text>At 2nd level, you gain a feature from your Divine Domain.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Knowledge Domain: Channel Divinity: Knowledge of the Ages</name>
<text>Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.</text>
<text></text>
<text>Source: Player's Handbook p. 59</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Life Domain: Channel Divinity: Preserve Life</name>
<text>Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.</text>
<text>As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Light Domain: Channel Divinity: Radiance of the Dawn</name>
<text>Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.</text>
<text>As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Nature Domain: Channel Divinity: Charm Animals and Plants</name>
<text>Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.</text>
<text>As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.</text>
<text></text>
<text>Source: Player's Handbook p. 61</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Tempest Domain: Channel Divinity: Destructive Wrath</name>
<text>Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.</text>
<text>When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Trickery Domain: Channel Divinity: Invoke Duplicity</name>
<text>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</text>
<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>
<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>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>War Domain: Channel Divinity: Guided Strike</name>
<text>Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.</text>
<text></text>
<text>Source: Player's Handbook p. 63</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>3, 4, 2</slots>
</autolevel>
<autolevel level="4">
<slots>4, 4, 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: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>4, 4, 3, 2</slots>
</autolevel>
<autolevel level="5">
<feature>
<name>Destroy Undead (CR 1/2)</name>
<text>Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>4, 4, 3, 3</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Channel Divinity (2/rest)</name>
<text>Beginning at 6th level, you can use your Channel Divinity twice between rests.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="6">
<feature>
<name>Divine Domain feature</name>
<text>At 6th level, you gain a feature from your Divine Domain.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Knowledge Domain: Channel Divinity: Read Thoughts</name>
<text>At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.</text>
<text>As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.</text>
<text>If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.</text>
<text>During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.</text>
<text></text>
<text>Source: Player's Handbook p. 59</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Life Domain: Blessed Healer</name>
<text>Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Light Domain: Improved Flare</name>
<text>Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Nature Domain: Dampen Elements</name>
<text>Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.</text>
<text></text>
<text>Source: Player's Handbook p. 61</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Tempest Domain: Thunderbolt Strike</name>
<text>At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Trickery Domain: Channel Divinity: Cloak of Shadows</name>
<text>Starting at 6th level, you can use your Channel Divinity to vanish.</text>
<text>As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>War Domain: Channel Divinity: War God's Blessing</name>
<text>At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.</text>
<text></text>
<text>Source: Player's Handbook p. 63</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>4, 4, 3, 3, 1</slots>
</autolevel>
<autolevel level="8">
<slots>4, 4, 3, 3, 2</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: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="8">
<feature>
<name>Destroy Undead (CR 1)</name>
<text>Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="8">
<feature>
<name>Divine Domain feature</name>
<text>At 8th level, you gain a feature from your Divine Domain.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Knowledge Domain: Potent Spellcasting</name>
<text>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
<text></text>
<text>Source: Player's Handbook p. 59</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Life Domain: Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Light Domain: Potent Spellcasting</name>
<text>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Nature Domain: Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Player's Handbook p. 61</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Tempest Domain: Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Trickery Domain: Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>War Domain: Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Player's Handbook p. 63</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>4, 4, 3, 3, 3, 1</slots>
</autolevel>
<autolevel level="10">
<slots>5, 4, 3, 3, 3, 2</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Divine Intervention</name>
<text>Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.</text>
<text>Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.</text>
<text>At 20th level, your call for intervention succeeds automatically, no roll required.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>5, 4, 3, 3, 3, 2, 1</slots>
</autolevel>
<autolevel level="11">
<feature>
<name>Destroy Undead (CR 2)</name>
<text>Starting at 11th level, when an undead of CR 2 or lower or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="12">
<slots>5, 4, 3, 3, 3, 2, 1</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: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>5, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<slots>5, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Destroy Undead (CR 3)</name>
<text>Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>5, 4, 3, 3, 3, 2, 1, 1, 1</slots>
</autolevel>
<autolevel level="16">
<slots>5, 4, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>5, 4, 3, 3, 3, 2, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="17">
<feature>
<name>Destroy Undead (CR 4)</name>
<text>Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Divine Domain feature</name>
<text>At 17th level, you gain a feature from your Divine Domain.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Knowledge Domain: Visions of the Past</name>
<text>Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<name>Knowledge Domain: Object Reading</name>
<text> Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.</text>
<name>Knowledge Domain: Area Reading</name>
<text> As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.</text>
<text></text>
<text>Source: Player's Handbook p. 59</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Life Domain: Supreme Healing</name>
<text>Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Light Domain: Corona of Light</name>
<text>Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Nature Domain: Master of Nature</name>
<text>At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 61</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Tempest Domain: Stormborn</name>
<text>At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Trickery Domain: 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: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>War Domain: Avatar of Battle</name>
<text>At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</text>
<text></text>
<text>Source: Player's Handbook p. 63</text>
</feature>
</autolevel>
<autolevel level="18">
<slots>5, 4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="18">
<feature>
<name>Channel Divinity (3/rest)</name>
<text>Beginning at 18th level, you can use your Channel Divinity three times between rests.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="19">
<slots>5, 4, 3, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 36</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>5, 4, 3, 3, 3, 3, 2, 2, 1, 1</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Divine Intervention Improvement</name>
<text>At 20th level, your call for intervention succeeds automatically, no roll required.</text>
<text></text>
<text>Source: Player's Handbook p. 36</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,461 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Druid</name>
<hd>8</hd>
<proficiency>Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival</proficiency>
<numSkills>2</numSkills>
<spellAbility>Wisdom</spellAbility>
<autolevel level="1">
<feature optional="YES">
<name>Starting Druid</name>
<text>As a 1st-level Druid, you begin play with 8+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 (druids will not wear armor or use shields made of metal)</text>
<text>• Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears</text>
<text>• Tools: Herbalism kit</text>
<text>• Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a wooden shield or (b) any simple weapon</text>
<text>• (a) a scimitar or (b) any simple melee weapon</text>
<text>• Leather armor, an explorer's pack, and a druidic focus</text>
<text></text>
<text>Alternatively, you may start with 2d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Druid</name>
<text>To multiclass as a Druid, you must meet the following prerequisites:</text>
<text>• Wisdom 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light, medium, shields (druids will not wear armor or use shields made of metal)</text>
<text>• Weapons: none</text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<armor>light, medium, shields (druids will not wear armor or use shields made of metal)</armor>
<weapons>clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears</weapons>
<tools>Herbalism kit</tools>
<wealth>2d4x10</wealth>
<autolevel level="1">
<slots>2, 2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Druidic</name>
<text>You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Spellcasting</name>
<text>Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.</text>
<text></text>
<text>Cantrips:</text>
<text> At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.</text>
<text></text>
<text>Preparing and Casting Spells:</text>
<text> The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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> You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.</text>
<text> For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.</text>
<text> You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</text>
<text></text>
<text>Spellcasting Ability:</text>
<text> Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and 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 druid spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Ritual Casting:</text>
<text> You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.</text>
<text></text>
<text>Spellcasting Focus:</text>
<text> You can use a druidic focus as a spellcasting focus for your druid spells</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>2, 3</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Wild Shape</name>
<text>Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.</text>
<text>Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.</text>
<text></text>
<text>Beast Shapes</text>
<text>Level | Max. CR | Limitations | Example</text>
<text>2nd | 1/4 | No flying or swimming speed | Wolf</text>
<text>4th | 1/2 | No flying speed | Crocodile</text>
<text>8th | 1 | — | Giant eagle</text>
<text>You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.</text>
<text>While you are transformed, the following rules apply:</text>
<text>• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.</text>
<text>• When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.</text>
<text>• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.</text>
<text>• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.</text>
<text>• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Druid Circle</name>
<text>At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of the Land</name>
<text>The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.</text>
<text></text>
<text>Source: Player's Handbook p. 68</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of the Land: Bonus Cantrip</name>
<text>You learn one additional druid cantrip of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 68</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of the Land: Circle Spells</name>
<text>Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associated list of spells.</text>
<text>Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
<text></text>
<text>Arctic</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | hold person, spike growth</text>
<text>5th | sleet storm, slow</text>
<text>7th | freedom of movement, ice storm</text>
<text>9th | commune with nature, cone of cold</text>
<text></text>
<text>Coast</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | mirror image, misty step</text>
<text>5th | water breathing, water walk</text>
<text>7th | control water, freedom of movement</text>
<text>9th | conjure elemental, scrying</text>
<text></text>
<text>Desert</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | blur, silence</text>
<text>5th | create food and water, protection from energy</text>
<text>7th | blight, hallucinatory terrain</text>
<text>9th | insect plague, wall of stone</text>
<text></text>
<text>Forest</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | barkskin, spider climb</text>
<text>5th | call lightning, plant growth</text>
<text>7th | divination, freedom of movement</text>
<text>9th | commune with nature, tree stride</text>
<text></text>
<text>Grassland</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | invisibility, pass without trace</text>
<text>5th | daylight, haste</text>
<text>7th | divination, freedom of movement</text>
<text>9th | dream, insect plague</text>
<text></text>
<text>Mountain</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | spider climb, spike growth</text>
<text>5th | lightning bolt, meld into stone</text>
<text>7th | stone shape, stoneskin</text>
<text>9th | passwall, wall of stone</text>
<text></text>
<text>Swamp</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | darkness, Melf's acid arrow</text>
<text>5th | water walk, stinking cloud</text>
<text>7th | freedom of movement, locate creature</text>
<text>9th | insect plague, scrying</text>
<text></text>
<text>Underdark</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | spider climb, web</text>
<text>5th | gaseous form, stinking cloud</text>
<text>7th | greater invisibility, stone shape</text>
<text>9th | cloudkill, insect plague</text>
<text></text>
<text>Source: Player's Handbook p. 68</text>
</feature>
</autolevel>
<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>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>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of the Moon</name>
<text>Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.</text>
<text>Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.</text>
<text></text>
<text>Source: Player's Handbook p. 69</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of the Moon: Circle Forms</name>
<text>The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).</text>
<text>Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.</text>
<text></text>
<text>Circle of the Moon Beast Shapes</text>
<text>Level | Max. CR | Limitations</text>
<text>2nd | 1 | No flying or swimming speed</text>
<text>4th | 1 | No flying speed</text>
<text>6th | 2 | No flying speed</text>
<text>8th | 2 | —</text>
<text>9th | 3 | —</text>
<text>12th | 4 | —</text>
<text>15th | 5 | —</text>
<text>18th | 6 | —</text>
<text></text>
<text>Source: Player's Handbook p. 69</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of the Moon: Combat Wild Shape</name>
<text>You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.</text>
<text>Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.</text>
<text></text>
<text>Source: Player's Handbook p. 69</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>2, 4, 2</slots>
</autolevel>
<autolevel level="4">
<slots>3, 4, 3</slots>
</autolevel>
<autolevel level="4">
<feature>
<name>Wild Shape Improvement</name>
<text>At 4th level, your Wild Shape improves as shown on the Beast Shapes table.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</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: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>3, 4, 3, 2</slots>
</autolevel>
<autolevel level="6">
<slots>3, 4, 3, 3</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Druid Circle feature</name>
<text>At 6th level, you gain a feature granted by your Druid Circle.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of the Land: Land's Stride</name>
<text>Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.</text>
<text>In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.</text>
<text></text>
<text>Source: Player's Handbook p. 68</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of the Moon: Primal Strike</name>
<text>Starting at 6th level, your attacks in beast form 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. 69</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>3, 4, 3, 3, 1</slots>
</autolevel>
<autolevel level="8">
<slots>3, 4, 3, 3, 2</slots>
</autolevel>
<autolevel level="8">
<feature>
<name>Wild Shape Improvement</name>
<text>At 8th level, your Wild Shape improves as shown on the Beast Shapes table.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</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: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>3, 4, 3, 3, 3, 1</slots>
</autolevel>
<autolevel level="10">
<slots>4, 4, 3, 3, 3, 2</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Druid Circle feature</name>
<text>At 10th level, you gain a feature granted by your Druid Circle feature.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of the Land: Nature's Ward</name>
<text>When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.</text>
<text></text>
<text>Source: Player's Handbook p. 68</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of the Moon: Elemental Wild Shape</name>
<text>At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.</text>
<text></text>
<text>Source: Player's Handbook p. 69</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>4, 4, 3, 3, 3, 2, 1</slots>
</autolevel>
<autolevel level="12">
<slots>4, 4, 3, 3, 3, 2, 1</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: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>4, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<slots>4, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Druid Circle feature</name>
<text>At 14th level, you gain a feature granted by your Druid Circle feature.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of the Land: Nature's Sanctuary</name>
<text>When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.</text>
<text>The creature is aware of this effect before it makes its attack against you.</text>
<text></text>
<text>Source: Player's Handbook p. 68</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of the Moon: Thousand Forms</name>
<text>By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.</text>
<text></text>
<text>Source: Player's Handbook p. 69</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>4, 4, 3, 3, 3, 2, 1, 1, 1</slots>
</autolevel>
<autolevel level="16">
<slots>4, 4, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>4, 4, 3, 3, 3, 2, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="18">
<slots>4, 4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="18">
<feature>
<name>Timeless Body</name>
<text>Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="18">
<feature>
<name>Beast Spells</name>
<text>Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="19">
<slots>4, 4, 3, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 64</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>4, 4, 3, 3, 3, 3, 2, 2, 1, 1</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Archdruid</name>
<text>At 20th level, you can use your Wild Shape an unlimited number of times.</text>
<text>Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.</text>
<text></text>
<text>Source: Player's Handbook p. 64</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,515 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Fighter</name>
<hd>10</hd>
<proficiency>Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival</proficiency>
<numSkills>2</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Fighter</name>
<text>As a 1st-level Fighter, 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, heavy, shields</text>
<text>• Weapons: simple, martial</text>
<text>• Tools: none</text>
<text>• Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) chain mail or (b) leather armor, longbow, and arrows (20)</text>
<text>• (a) a martial weapon and a shield or (b) two martial weapons</text>
<text>• (a) a light crossbow and crossbow bolts (20) or (b) two handaxe</text>
<text>• (a) a dungeoneer's pack or (b) an explorer's pack</text>
<text></text>
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 70</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Fighter</name>
<text>To multiclass as a Fighter, you must meet the following prerequisites:</text>
<text></text>
<text>• Strength 13</text>
<text>• Dexterity 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light, medium, shields</text>
<text></text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 70</text>
</feature>
</autolevel>
<armor>light, medium, heavy, shields</armor>
<weapons>simple, martial</weapons>
<tools>none</tools>
<wealth>5d4x10</wealth>
<autolevel level="1">
<feature>
<name>Fighting Style</name>
<text>You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Archery</name>
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Dueling</name>
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Great Weapon Fighting</name>
<text>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
<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>Fighting Style: Two-Weapon Fighting</name>
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Second Wind</name>
<text>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.</text>
<text>Once you use this feature, you must finish a short or long rest before you can use it again.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Action Surge</name>
<text>Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.</text>
<text>Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Martial Archetype</name>
<text>At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</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>
<text>Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.</text>
<text></text>
<text>Source: Player's Handbook p. 73</text>
</feature>
</autolevel>
<autolevel level="3">
<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>
<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>
<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>
<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>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Master: Maneuvers</name>
<text>The maneuvers are presented in alphabetical order.</text>
<text></text>
<text>Source: Player's Handbook p. 73</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Master: Student of War</name>
<text>At 3rd level, you gain proficiency with one type of artisan's tools of your choice.</text>
<text></text>
<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>
<text>The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.</text>
<text></text>
<text>Source: Player's Handbook p. 74</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Eldritch Knight: Spellcasting</name>
<text>When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.</text>
<name>Eldritch Knight: Cantrips</name>
<text> You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.</text>
<name>Eldritch Knight: Spell Slots</name>
<text> The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.</text>
<name>Eldritch Knight: Spells Known of 1st-Level and Higher</name>
<text> You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.</text>
<text> The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.</text>
<text> The spells you learn at 8th, 14th, and 20th level can come from any school of magic.</text>
<text> Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.</text>
<name>Eldritch Knight: Spellcasting Ability</name>
<text> Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Source: Player's Handbook p. 74</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Eldritch Knight: Weapon Bond</name>
<text>At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.</text>
<text>Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.</text>
<text>You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.</text>
<text></text>
<text>Source: Player's Handbook p. 74</text>
</feature>
</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: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>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>The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="6" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 6th 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: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="7">
<feature>
<name>Martial Archetype feature</name>
<text>At 7th level, you gain a feature granted by your Martial Archetype.</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>
<text>At 7th level, you learn two additional maneuvers of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 73</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Battle Master: Additional Superiority Die</name>
<text>You gain another superiority die at 7th level.</text>
<text></text>
<text>Source: Player's Handbook p. 73</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Battle Master: Know Your Enemy</name>
<text>If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:</text>
<text>• Strength score</text>
<text>• Dexterity score</text>
<text>• Constitution score</text>
<text>• Armor Class</text>
<text>• Current hit points</text>
<text>• Total class levels (if any)</text>
<text>• Fighter class levels (if any)</text>
<text></text>
<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>
<text>Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.</text>
<text></text>
<text>Source: Player's Handbook p. 74</text>
</feature>
</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: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="9">
<feature>
<name>Indomitable</name>
<text>Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.</text>
<text>You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Martial Archetype feature</name>
<text>At 10th level, you gain a feature granted by your Martial Archetype.</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>
<text>At 10th level, you learn two additional maneuvers of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 73</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Battle Master: Improved Combat Superiority (d10)</name>
<text>At 10th level, your superiority dice turn into d10s.</text>
<text></text>
<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>
<text>At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 74</text>
</feature>
</autolevel>
<autolevel level="11">
<feature>
<name>Extra Attack (2)</name>
<text>At 11th level, you can attack three times whenever you take the Attack action on your turn.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</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: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="13">
<feature>
<name>Indomitable (two uses)</name>
<text>At 13th level, you can use Indomitable twice between long rests.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="14" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 14th 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: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="15">
<feature>
<name>Martial Archetype feature</name>
<text>At 15th level, you gain a feature granted by your Martial Archetype.</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>
<text>At 15th level, you learn two additional maneuvers of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 73</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Battle Master: Additional Superiority Die</name>
<text>You gain another superiority die at 15th level.</text>
<text></text>
<text>Source: Player's Handbook p. 73</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Battle Master: Relentless</name>
<text>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</text>
<text></text>
<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>
<text>At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.</text>
<text></text>
<text>Source: Player's Handbook p. 74</text>
</feature>
</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: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Action Surge (two uses)</name>
<text>At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Indomitable (three uses)</name>
<text>At 17th level, you can use Indomitable three times between long rests.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="18">
<feature>
<name>Martial Archetype feature</name>
<text>At 18th level, you gain a feature granted by your Martial Archetype.</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>
<text>At 18th level, your superiority dice turn into d12s.</text>
<text></text>
<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>
<text>Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.</text>
<text></text>
<text>Source: Player's Handbook p. 74</text>
</feature>
</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: Player's Handbook p. 72</text>
</feature>
</autolevel>
<autolevel level="20">
<feature>
<name>Extra Attack (3)</name>
<text>At 20th level, you can attack four times whenever you take the Attack action on your turn.</text>
<text></text>
<text>Source: Player's Handbook p. 72</text>
</feature>
</autolevel>
</class>
</compendium>

View File

@@ -0,0 +1,448 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Monk</name>
<hd>8</hd>
<proficiency>Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth</proficiency>
<numSkills>2</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Monk</name>
<text>As a 1st-level Monk, you begin play with 8+your Constitution modifier hit points.</text>
<text></text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>• Armor: none</text>
<text>• Weapons: simple, shortswords</text>
<text>• Tools: any one type of artisan's tools or any one musical instrument of your choice</text>
<text>• Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a shortsword or (b) any simple weapon</text>
<text>• (a) a dungeoneer's pack or (b) an explorer's pack</text>
<text>• 10 dart</text>
<text></text>
<text>Alternatively, you may start with 5d4 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Monk</name>
<text>To multiclass as a Monk, you must meet the following prerequisites:</text>
<text>• Wisdom 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: none</text>
<text></text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<armor>none</armor>
<weapons>simple, shortswords</weapons>
<tools>any one type of artisan's tools or any one musical instrument of your choice</tools>
<wealth>5d4</wealth>
<autolevel level="1">
<feature>
<name>Unarmored Defense</name>
<text>Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Martial Arts</name>
<text>Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.</text>
<text>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.</text>
<text>• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.</text>
<text>• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.</text>
<text>• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.</text>
<text>Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Ki</name>
<text>Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.</text>
<text>You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.</text>
<text>When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.</text>
<text>Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:</text>
<text></text>
<text>Flurry of Blows:</text>
<text> Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.</text>
<text></text>
<text>Patient Defense:</text>
<text> You can spend 1 ki point to take the Dodge action as a bonus action on your turn.</text>
<text></text>
<text>Step of the Wind:</text>
<text> You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Unarmored Movement</name>
<text>Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.</text>
<text>At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Deflect Missiles</name>
<text>Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.</text>
<text>If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Monastic Tradition</name>
<text>When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of Shadow</name>
<text>Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.</text>
<text></text>
<text>Source: Player's Handbook p. 80</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of Shadow: Shadow Arts</name>
<text>You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.</text>
<text></text>
<text>Source: Player's Handbook p. 80</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of the Four Elements</name>
<text>You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.</text>
<text>Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.</text>
<text></text>
<text>Source: Player's Handbook p. 80</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Four Elements: Disciple of the Elements</name>
<text>You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.</text>
<text>You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.</text>
<text>Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.</text>
<name>Way of the Four Elements: Casting Elemental Spells</name>
<text> Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.</text>
<text> Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).</text>
<text> The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.</text>
<text></text>
<text>Spells and Ki Points</text>
<text>Monk Levels | Maximum Ki Points for a Spell</text>
<text>5th-8th | 3</text>
<text>9th-12th | 4</text>
<text>13th-16th | 5</text>
<text>17th-20th | 6</text>
<text></text>
<text>Source: Player's Handbook p. 80</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Four Elements: Elemental Disciplines</name>
<text>The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.</text>
<name>Way of the Four Elements: Breath of Winter (17th Level Required)</name>
<name>Way of the Four Elements: Clench of the North Wind (6th Level Required)</name>
<name>Way of the Four Elements: Eternal Mountain Defense (17th Level Required)</name>
<name>Way of the Four Elements: Flames of the Phoenix (11th Level Required)</name>
<name>Way of the Four Elements: Gong of the Summit (6th Level Required)</name>
<name>Way of the Four Elements: Mist Stance (11th Level Required)</name>
<name>Way of the Four Elements: Ride the Wind (11th Level Required)</name>
<name>Way of the Four Elements: River of Hungry Flame (17th Level Required)</name>
<name>Way of the Four Elements: Wave of Rolling Earth (17th Level Required)</name>
<text></text>
<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>
<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: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Slow Fall</name>
<text>Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>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: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Stunning Strike</name>
<text>Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="6">
<feature>
<name>Ki-Empowered Strikes</name>
<text>Starting at 6th level, your unarmed strikes 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. 76</text>
</feature>
</autolevel>
<autolevel level="6">
<feature>
<name>Monastic Tradition feature</name>
<text>At 6th level, you gain one feature granted by your Monastic Tradition.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of Shadow: Shadow Step</name>
<text>You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.</text>
<text></text>
<text>Source: Player's Handbook p. 80</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Four Elements: Extra Elemental Discipline</name>
<text>You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.</text>
<text>Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.</text>
<text></text>
<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>
<text>At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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. 76</text>
</feature>
</autolevel>
<autolevel level="7">
<feature>
<name>Stillness of Mind</name>
<text>Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</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: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="9">
<feature>
<name>Unarmored Movement improvement</name>
<text>At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Purity of Body</name>
<text>At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="11">
<feature>
<name>Monastic Tradition feature</name>
<text>At 11th level, you gain one feature granted by your Monastic Tradition.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of Shadow: Cloak of Shadows</name>
<text>By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.</text>
<text></text>
<text>Source: Player's Handbook p. 80</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of the Four Elements: Extra Elemental Discipline</name>
<text>You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.</text>
<text>Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.</text>
<text></text>
<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>
<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: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="13">
<feature>
<name>Tongue of the Sun and Moon</name>
<text>Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="14">
<feature>
<name>Diamond Soul</name>
<text>Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.</text>
<text>Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="15">
<feature>
<name>Timeless Body</name>
<text>At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</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: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Monastic Tradition feature</name>
<text>At 17th level, you gain one feature granted by your Monastic Tradition.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of Shadow: Opportunist</name>
<text>At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.</text>
<text></text>
<text>Source: Player's Handbook p. 80</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of the Four Elements: Extra Elemental Discipline</name>
<text>You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.</text>
<text>Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.</text>
<text></text>
<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>
<text>Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.</text>
<text>Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</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: Player's Handbook p. 76</text>
</feature>
</autolevel>
<autolevel level="20">
<feature>
<name>Perfect Self</name>
<text>At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.</text>
<text></text>
<text>Source: Player's Handbook p. 76</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,605 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Paladin</name>
<hd>10</hd>
<proficiency>Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion</proficiency>
<numSkills>2</numSkills>
<spellAbility>Charisma</spellAbility>
<autolevel level="1">
<feature optional="YES">
<name>Starting Paladin</name>
<text>As a 1st-level Paladin, 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, heavy, shields</text>
<text>• Weapons: simple, martial</text>
<text>• Tools: none</text>
<text>• Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a martial weapon and a shield or (b) two martial weapons</text>
<text>• (a) five javelin or (b) any simple melee weapon</text>
<text>• (a) a priest's pack or (b) an explorer's pack</text>
<text>• Chain mail and a holy symbol</text>
<text></text>
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Paladin</name>
<text>To multiclass as a Paladin, you must meet the following prerequisites:</text>
<text>• Charisma 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light, medium, shields</text>
<text></text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<armor>light, medium, heavy, shields</armor>
<weapons>simple, martial</weapons>
<tools>none</tools>
<wealth>5d4x10</wealth>
<autolevel level="1">
<feature>
<name>Divine Sense</name>
<text>The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.</text>
<text>You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Lay on Hands</name>
<text>Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.</text>
<text>As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.</text>
<text>Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.</text>
<text>This feature has no effect on undead and constructs.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>0, 2</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Divine Smite</name>
<text>Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.</text>
<text></text>
<text>Source: Player's Handbook p. 82</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 the same Fighting Style option more than once, even if you get to choose again.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Dueling</name>
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Great Weapon Fighting</name>
<text>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</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. 82</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Spellcasting</name>
<text>By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.</text>
<text></text>
<text>Preparing and Casting Spells:</text>
<text> The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, 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> You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.</text>
<text> For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.</text>
<text> You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</text>
<text></text>
<text>Spellcasting Ability:</text>
<text> Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Spellcasting Focus:</text>
<text> You can use a holy symbol as a spellcasting focus for your paladin spells.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>0, 3</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Divine Health</name>
<text>By 3rd level, the divine magic flowing through you makes you immune to disease.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Sacred Oath</name>
<text>When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.</text>
<text>Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.</text>
<text></text>
<text>Oath Spells:</text>
<text> Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.</text>
<text> If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.</text>
<text></text>
<text>Channel Divinity:</text>
<text> Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.</text>
<text> When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.</text>
<text> Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.</text>
<text></text>
<text>Breaking Your Oath:</text>
<text> A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.</text>
<text> A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.</text>
<text> If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Sacred Oath: Oath of Devotion</name>
<text>The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.</text>
<text></text>
<text>Source: Player's Handbook p. 85</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Devotion: Channel Divinity: Sacred Weapon</name>
<text>As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.</text>
<text>You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.</text>
<text></text>
<text>Source: Player's Handbook p. 85</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Devotion: Channel Divinity: Turn the Unholy</name>
<text>As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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></text>
<text>Source: Player's Handbook p. 85</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Devotion: Oath Spells</name>
<text>You gain oath spells at the paladin levels listed.</text>
<text></text>
<text>Oath of Devotion Spells</text>
<text>Paladin Level | Spells</text>
<text>3rd | protection from evil and good, sanctuary</text>
<text>5th | lesser restoration, zone of truth</text>
<text>9th | beacon of hope, dispel magic</text>
<text>13th | freedom of movement, guardian of faith</text>
<text>17th | commune, flame strike</text>
<text></text>
<text>Source: Player's Handbook p. 85</text>
</feature>
</autolevel>
<autolevel level="3">
<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>
<text></text>
<text>Honesty</text>
<text> Don't lie or cheat. Let your word be your promise.</text>
<text></text>
<text>Courage</text>
<text> Never fear to act, though caution is wise.</text>
<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>
<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>
<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>
<text>The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.</text>
<text></text>
<text>Source: Player's Handbook p. 87</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Vengeance: Channel Divinity: Abjure Enemy</name>
<text>As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.</text>
<text>On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.</text>
<text>On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.</text>
<text></text>
<text>Source: Player's Handbook p. 87</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Vengeance: Channel Divinity: Vow of Enmity</name>
<text>As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.</text>
<text></text>
<text>Source: Player's Handbook p. 87</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Vengeance: Oath Spells</name>
<text>You gain oath spells at the paladin levels listed.</text>
<text></text>
<text>Oath of Vengeance Spells</text>
<text>Paladin Level | Spells</text>
<text>3rd | bane, hunter's mark</text>
<text>5th | hold person, misty step</text>
<text>9th | haste, protection from energy</text>
<text>13th | banishment, dimension door</text>
<text>17th | hold monster, scrying</text>
<text></text>
<text>Source: Player's Handbook p. 87</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Vengeance: Tenets of Vengeance</name>
<text>The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.</text>
<name>Oath of Vengeance: Fight the Greater Evil</name>
<text> Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.</text>
<name>Oath of Vengeance: No Mercy for the Wicked</name>
<text> Ordinary foes might win my mercy, but my sworn enemies do not.</text>
<name>Oath of Vengeance: By Any Means Necessary</name>
<text> My qualms can't get in the way of exterminating my foes.</text>
<name>Oath of Vengeance: Restitution</name>
<text> If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.</text>
<text></text>
<text>Source: Player's Handbook p. 87</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: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>0, 4, 2</slots>
</autolevel>
<autolevel level="5">
<feature>
<name>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: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>0, 4, 2</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Aura of Protection</name>
<text>Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.</text>
<text>At 18th level, the range of this aura increases to 30 feet.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>0, 4, 3</slots>
</autolevel>
<autolevel level="7">
<feature>
<name>Sacred Oath feature</name>
<text>At 7th level, you gain a feature granted to you by your Sacred Oath.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Oath of Devotion: Aura of Devotion</name>
<text>Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.</text>
<text>At 18th level, the range of this aura increases to 30 feet.</text>
<text></text>
<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>
<text>By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.</text>
<text></text>
<text>Source: Player's Handbook p. 87</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: Player's Handbook p. 82</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>Aura of Courage</name>
<text>Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.</text>
<text>At 18th level, the range of this aura increases to 30 feet.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>0, 4, 3, 3</slots>
</autolevel>
<autolevel level="11">
<feature>
<name>Improved Divine Smite</name>
<text>By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.</text>
<text></text>
<text>Source: Player's Handbook p. 82</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: Player's Handbook p. 82</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>Cleansing Touch</name>
<text>Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.</text>
<text>You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>0, 4, 3, 3, 2</slots>
</autolevel>
<autolevel level="15">
<feature>
<name>Sacred Oath feature</name>
<text>At 15th level, you gain a feature granted to you by your Sacred Oath.</text>
<text></text>
<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>
<text>Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.</text>
<text>Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.</text>
<text></text>
<text>Source: Player's Handbook p. 86</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Oath of Vengeance: Soul of Vengeance</name>
<text>Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.</text>
<text></text>
<text>Source: Player's Handbook p. 87</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: Player's Handbook p. 82</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>Aura improvements</name>
<text>At 18th level, the range of your Aura of Protection increases to 30 feet.</text>
<text></text>
<text>Source: Player's Handbook p. 82</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: Player's Handbook p. 82</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>0, 4, 3, 3, 3, 2</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Sacred Oath feature</name>
<text>At 20th level, you gain a feature granted to you by your Sacred Oath.</text>
<text></text>
<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>
<text>At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.</text>
<text>Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:</text>
<text>• At the start of each of your turns, you regain 10 hit points.</text>
<text>• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.</text>
<text>• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.</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. 86</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Oath of Vengeance: Avenging Angel</name>
<text>At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:</text>
<text>• Wings sprout from your back and grant you a flying speed of 60 feet.</text>
<text>• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.</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. 87</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,519 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Ranger</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</name>
<text>As a 1st-level Ranger, 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: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Ranger</name>
<text>To multiclass as a Ranger, you must meet the following prerequisites:</text>
<text>• Wisdom 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light, medium, shields</text>
<text></text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 89</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.</text>
<text>Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnoll and orc) as favored enemies.</text>
<text>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 that is spoken by your favored enemies, if they speak one at all.</text>
<text>You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Natural Explorer</name>
<text>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.</text>
<text>While traveling for an hour or more in your favored terrain, you gain the following benefits:</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>You choose additional favored terrain types at 6th and 10th level.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>0, 2</slots>
</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: Player's Handbook p. 89</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Archery</name>
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Dueling</name>
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</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. 89</text>
</feature>
</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: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>0, 3</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Ranger Archetype</name>
<text>At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Beast Master</name>
<text>The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Beast Master: Ranger's Companion</name>
<text>You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.</text>
<text>The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.</text>
<text>If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.</text>
<text>While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.</text>
<text>If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Hunter</name>
<text>Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter: Horde Breaker</name>
<text>Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter: Hunter's Prey</name>
<text>At 3rd level, you gain one of the following features of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter: Colossus Slayer</name>
<text>Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter: Giant Killer</name>
<text>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Primeval Awareness</name>
<text>Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.</text>
<text></text>
<text>Source: Player's Handbook p. 89</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: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>0, 4, 2</slots>
</autolevel>
<autolevel level="5">
<feature>
<name>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: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>0, 4, 2</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Favored Enemy and Natural Explorer improvements</name>
<text>At 6th level, you gain an additional favored terrain.</text>
<text>At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>0, 4, 3</slots>
</autolevel>
<autolevel level="7">
<feature>
<name>Ranger Archetype feature</name>
<text>At 7th level, you gain a feature granted to you by your Ranger Archetype.</text>
<text></text>
<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>Hunter: Defensive Tactics</name>
<text>At 7th level, you gain one of the following features of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Hunter: Escape the Horde</name>
<text>Opportunity attacks against you are made with disadvantage.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Hunter: Multiattack Defense</name>
<text>When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Hunter: Steel Will</name>
<text>You have advantage on saving throws against being frightened.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="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: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="8">
<feature>
<name>Land's Stride</name>
<text>Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.</text>
<text>In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.</text>
<text></text>
<text>Source: Player's Handbook p. 89</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 spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.</text>
<text>Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Natural Explorer improvement</name>
<text>You gain an additional favored terrain.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>0, 4, 3, 3</slots>
</autolevel>
<autolevel level="11">
<feature>
<name>Ranger Archetype feature</name>
<text>At 11th level, you gain a feature granted to you by your Ranger Archetype.</text>
<text></text>
<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>Hunter: Multiattack</name>
<text>At 11th level, you gain one of the following features of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Hunter: Volley</name>
<text>You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Hunter: Whirlwind Attack</name>
<text>You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="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: Player's Handbook p. 89</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: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="14">
<feature>
<name>Favored Enemy improvement</name>
<text>At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>0, 4, 3, 3, 2</slots>
</autolevel>
<autolevel level="15">
<feature>
<name>Ranger Archetype feature</name>
<text>At 15th level, you gain a feature granted to you by your Ranger Archetype.</text>
<text></text>
<text>Source: Player's Handbook p. 89</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Beast Master: Share Spells</name>
<text>Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of 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>
<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: Player's Handbook p. 89</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: Player's Handbook p. 89</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: Player's Handbook p. 89</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 of your enemies. 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 against one of your favored enemies. 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: Player's Handbook p. 89</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,407 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Rogue</name>
<hd>8</hd>
<proficiency>Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth</proficiency>
<numSkills>4</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Rogue</name>
<text>As a 1st-level Rogue, you begin play with 8+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</text>
<text>• Weapons: simple, hand crossbows, longswords, rapiers, shortswords</text>
<text>• Tools: thieves' tools</text>
<text>• Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a rapier or (b) a shortsword</text>
<text>• (a) a shortbow and quiver of arrows (20) or (b) a shortsword</text>
<text>• (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack</text>
<text>• Leather armor, two dagger, and thieves' tools</text>
<text></text>
<text>Alternatively, you may start with 4d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Rogue</name>
<text>To multiclass as a Rogue, you must meet the following prerequisites:</text>
<text>• Dexterity 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light</text>
<text>• Weapons: none</text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<armor>light</armor>
<weapons>simple, hand crossbows, longswords, rapiers, shortswords</weapons>
<tools>thieves' tools</tools>
<wealth>4d4x10</wealth>
<autolevel level="1">
<feature>
<name>Expertise</name>
<text>At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</text>
<text>At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Sneak Attack</name>
<text>Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.</text>
<text>You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.</text>
<text>The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Thieves' Cant</name>
<text>During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.</text>
<text>In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Cunning Action</name>
<text>Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Roguish Archetype</name>
<text>At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Arcane Trickster</name>
<text>Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Arcane Trickster: Mage Hand Legerdemain</name>
<text>Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:</text>
<text>• You can stow one object the hand is holding in a container worn or carried by another creature.</text>
<text>• You can retrieve an object in a container worn or carried by another creature.</text>
<text>• You can use thieves' tools to pick locks and disarm traps at range.</text>
<text>You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.</text>
<text>In addition, you can use the bonus action granted by your Cunning Action to control the hand.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Arcane Trickster: Spellcasting</name>
<text>When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.</text>
<text></text>
<text>Cantrips</text>
<text> You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.</text>
<text></text>
<text>Spell Slots</text>
<text> The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.</text>
<text></text>
<text>Spells Known of 1st-Level and Higher</text>
<text> You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.</text>
<text> The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.</text>
<text> The spells you learn at 8th, 14th, and 20th level can come from any school of magic.</text>
<text> Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.</text>
<text></text>
<text>Spellcasting Ability</text>
<text> Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Assassin</name>
<text>You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.</text>
<text>Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Assassin: Assassinate</name>
<text>Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Assassin: Bonus Proficiencies</name>
<text>When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Thief</name>
<text>You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Thief: Fast Hands</name>
<text>Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Thief: Second-Story Work</name>
<text>When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.</text>
<text>In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</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: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Uncanny Dodge</name>
<text>Starting at 5th level, 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. 94</text>
</feature>
</autolevel>
<autolevel level="6">
<feature>
<name>Expertise</name>
<text>At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="7">
<feature>
<name>Evasion</name>
<text>Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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. 94</text>
</feature>
</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: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="9">
<feature>
<name>Roguish Archetype feature</name>
<text>At 9th level, you gain a feature granted by your Roguish Archetype.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Arcane Trickster: Magical Ambush</name>
<text>Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Assassin: Infiltration Expertise</name>
<text>Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.</text>
<text>Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Thief: Supreme Sneak</name>
<text>Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="10" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 10th 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: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="11">
<feature>
<name>Reliable Talent</name>
<text>By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</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: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="13">
<feature>
<name>Roguish Archetype feature</name>
<text>At 13th level, you gain a feature granted by your Roguish Archetype.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Arcane Trickster: Versatile Trickster</name>
<text>At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Assassin: Impostor</name>
<text>At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.</text>
<text>Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Thief: Use Magic Device</name>
<text>By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="14">
<feature>
<name>Blindsense</name>
<text>Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="15">
<feature>
<name>Slippery Mind</name>
<text>By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</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: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Roguish Archetype feature</name>
<text>At 17th level, you gain a feature granted by your Roguish Archetype.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Arcane Trickster: Spell Thief</name>
<text>At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.</text>
<text>Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.</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. 97</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Assassin: Death Strike</name>
<text>Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Thief: Thief's Reflexes</name>
<text>When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.</text>
<text></text>
<text>Source: Player's Handbook p. 97</text>
</feature>
</autolevel>
<autolevel level="18">
<feature>
<name>Elusive</name>
<text>Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</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: Player's Handbook p. 94</text>
</feature>
</autolevel>
<autolevel level="20">
<feature>
<name>Stroke of Luck</name>
<text>At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 94</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,471 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Sorcerer</name>
<hd>6</hd>
<proficiency>Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, Religion</proficiency>
<numSkills>2</numSkills>
<spellAbility>Charisma</spellAbility>
<autolevel level="1">
<feature optional="YES">
<name>Starting Sorcerer</name>
<text>As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points.</text>
<text></text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>• Armor: none</text>
<text>• Weapons: daggers, darts, slings, quarterstaffs, light crossbows</text>
<text>• Tools: none</text>
<text>• Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon</text>
<text>• (a) a component pouch or (b) an arcane focus</text>
<text>• (a) a dungeoneer's pack or (b) an explorer's pack</text>
<text>• Two dagger</text>
<text></text>
<text>Alternatively, you may start with 3d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Sorcerer</name>
<text>To multiclass as a Sorcerer, you must meet the following prerequisites:</text>
<text>• Charisma 13</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<armor>none</armor>
<weapons>daggers, darts, slings, quarterstaffs, light crossbows</weapons>
<tools>none</tools>
<wealth>3d4x10</wealth>
<autolevel level="1">
<slots>4, 2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Spellcasting</name>
<text>An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.</text>
<text></text>
<text>Cantrips:</text>
<text> At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.</text>
<text></text>
<text>Spell Slots:</text>
<text> The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands 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 sorcerer spell list.</text>
<text> You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.</text>
<text></text>
<text>Spellcasting Ability:</text>
<text> Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Spellcasting Focus:</text>
<text> You can use an arcane focus as a spellcasting focus for your sorcerer spells.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Sorcerous Origin</name>
<text>Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.</text>
<text>Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Draconic Bloodline</name>
<text>Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.</text>
<text></text>
<text>Source: Player's Handbook p. 102</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Draconic Bloodline: Draconic Resilience</name>
<text>As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.</text>
<text>Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.</text>
<text></text>
<text>Source: Player's Handbook p. 102</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Draconic Bloodline: Dragon Ancestor</name>
<text>At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.</text>
<text></text>
<text>Draconic Ancestry</text>
<text>Dragon | Damage Type</text>
<text>Black | Acid</text>
<text>Blue | Lightning</text>
<text>Brass | Fire</text>
<text>Bronze | Lightning</text>
<text>Copper | Acid</text>
<text>Gold | Fire</text>
<text>Green | Poison</text>
<text>Red | Fire</text>
<text>Silver | Cold</text>
<text>White | Cold</text>
<text>You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.</text>
<text></text>
<text>Source: Player's Handbook p. 102</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Wild Magic</name>
<text>Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.</text>
<text></text>
<text>Source: Player's Handbook p. 103</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Wild Magic: Tides of Chaos</name>
<text>Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.</text>
<text>Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.</text>
<text></text>
<text>Source: Player's Handbook p. 103</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Wild Magic: Wild Magic Surge</name>
<text>Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.</text>
<text>If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.</text>
<text></text>
<text>Wild Magic Surge</text>
<text>d100 | Effect</text>
<text>01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.</text>
<text>03-04 | For the next minute, you can see any invisible creature if you have line of sight to it.</text>
<text>05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.</text>
<text>07-08 | You cast fireball as a 3rd-level spell centered on yourself.</text>
<text>09-10 | You cast magic missile as a 5th-level spell.</text>
<text>11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.</text>
<text>13-14 | You cast confusion centered on yourself.</text>
<text>15-16 | For the next minute, you regain 5 hit points at the start of each of your turns.</text>
<text>17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.</text>
<text>19-20 | You cast grease centered on yourself.</text>
<text>21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.</text>
<text>23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.</text>
<text>25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.</text>
<text>27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.</text>
<text>29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see.</text>
<text>31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.</text>
<text>33-34 | Maximize the damage of the next damaging spell you cast within the next minute.</text>
<text>35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.</text>
<text>37-38 | 1d6 flumph controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.</text>
<text>39-40 | You regain 2d10 hit points.</text>
<text>41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.</text>
<text>43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.</text>
<text>45-46 | You cast levitate on yourself.</text>
<text>47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.</text>
<text>49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.</text>
<text>51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.</text>
<text>53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days.</text>
<text>55-56 | Your hair falls out but grows back within 24 hours.</text>
<text>57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.</text>
<text>59-60 | You regain your lowest-level expended spell slot.</text>
<text>61-62 | For the next minute, you must shout when you speak.</text>
<text>63-64 | You cast fog cloud centered on yourself.</text>
<text>65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.</text>
<text>67-68 | You are frightened by the nearest creature until the end of your next turn.</text>
<text>69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.</text>
<text>71-72 | You gain resistance to all damage for the next minute.</text>
<text>73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours.</text>
<text>75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.</text>
<text>77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.</text>
<text>79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.</text>
<text>81-82 | You can take one additional action immediately.</text>
<text>83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.</text>
<text>85-86 | You cast mirror image.</text>
<text>87-88 | You cast fly on a random creature within 60 feet of you.</text>
<text>89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.</text>
<text>91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell.</text>
<text>93-94 | Your size increases by one size category for the next minute.</text>
<text>95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.</text>
<text>97-98 | You are surrounded by faint, ethereal music for the next minute.</text>
<text>99-00 | You regain all expended sorcery points.</text>
<text></text>
<text>Source: Player's Handbook p. 103</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>4, 3</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Font of Magic</name>
<text>At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.</text>
<text></text>
<text>Sorcery Points:</text>
<text> You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>4, 4, 2</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Metamagic</name>
<text>At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.</text>
<text>You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
<feature optional="YES">
<name>Metamagic: Careful Spell</name>
<text>When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
<feature optional="YES">
<name>Metamagic: Distant Spell</name>
<text>When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.</text>
<text>When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
<feature optional="YES">
<name>Metamagic: Empowered Spell</name>
<text>When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.</text>
<text>You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
<feature optional="YES">
<name>Metamagic: Extended Spell</name>
<text>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
<feature optional="YES">
<name>Metamagic: Heightened Spell</name>
<text>When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
<feature optional="YES">
<name>Metamagic: Quickened Spell</name>
<text>When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
<feature optional="YES">
<name>Metamagic: Subtle Spell</name>
<text>When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
<feature optional="YES">
<name>Metamagic: Twinned Spell</name>
<text>When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).</text>
<text>To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="4">
<slots>5, 4, 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: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>5, 4, 3, 2</slots>
</autolevel>
<autolevel level="6">
<slots>5, 4, 3, 3</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Sorcerous Origin feature</name>
<text>At 6th level, you gain a feature granted by your Sorcerous Origin.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Draconic Bloodline: Elemental Affinity</name>
<text>Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.</text>
<text></text>
<text>Source: Player's Handbook p. 102</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Wild Magic: Bend Luck</name>
<text>Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.</text>
<text></text>
<text>Source: Player's Handbook p. 103</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>5, 4, 3, 3, 1</slots>
</autolevel>
<autolevel level="8">
<slots>5, 4, 3, 3, 2</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: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>5, 4, 3, 3, 3, 1</slots>
</autolevel>
<autolevel level="10">
<slots>6, 4, 3, 3, 3, 2</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Metamagic</name>
<text>At 10th level, you learn an additional metamagic option.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>6, 4, 3, 3, 3, 2, 1</slots>
</autolevel>
<autolevel level="12">
<slots>6, 4, 3, 3, 3, 2, 1</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: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>6, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<slots>6, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Sorcerous Origin feature</name>
<text>At 14th level, you gain a feature granted by your Sorcerous Origin.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Draconic Bloodline: Dragon Wings</name>
<text>At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.</text>
<text>You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.</text>
<text></text>
<text>Source: Player's Handbook p. 102</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Wild Magic: Controlled Chaos</name>
<text>At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.</text>
<text></text>
<text>Source: Player's Handbook p. 103</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>6, 4, 3, 3, 3, 2, 1, 1, 1</slots>
</autolevel>
<autolevel level="16">
<slots>6, 4, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>6, 4, 3, 3, 3, 2, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="17">
<feature>
<name>Metamagic</name>
<text>At 17th level, you learn an additional metamagic option.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="18">
<slots>6, 4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="18">
<feature>
<name>Sorcerous Origin feature</name>
<text>At 18th level, you gain a feature granted by your Sorcerous Origin.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Draconic Bloodline: Draconic Presence</name>
<text>Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.</text>
<text></text>
<text>Source: Player's Handbook p. 102</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Wild Magic: Spell Bombardment</name>
<text>Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.</text>
<text></text>
<text>Source: Player's Handbook p. 103</text>
</feature>
</autolevel>
<autolevel level="19">
<slots>6, 4, 3, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 99</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>6, 4, 3, 3, 3, 3, 2, 2, 1, 1</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Sorcerous Restoration</name>
<text>At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.</text>
<text></text>
<text>Source: Player's Handbook p. 99</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,459 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Warlock</name>
<hd>8</hd>
<proficiency>Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion</proficiency>
<numSkills>2</numSkills>
<spellAbility>Charisma</spellAbility>
<autolevel level="1">
<feature optional="YES">
<name>Starting Warlock</name>
<text>As a 1st-level Warlock, you begin play with 8+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</text>
<text>• Weapons: simple</text>
<text>• Tools: none</text>
<text>• Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon</text>
<text>• (a) a component pouch or (b) an arcane focus</text>
<text>• (a) a scholar's pack or (b) a dungeoneer's pack</text>
<text>• Leather armor, any simple weapon, and two dagger</text>
<text></text>
<text>Alternatively, you may start with 4d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Warlock</name>
<text>To multiclass as a Warlock, you must meet the following prerequisites:</text>
<text>• Charisma 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light</text>
<text></text>
<text>• Tools: none</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<armor>light</armor>
<weapons>simple</weapons>
<tools>none</tools>
<wealth>4d4x10</wealth>
<autolevel level="1">
<slots>2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Pact Magic</name>
<text>Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.</text>
<text></text>
<text>Cantrips:</text>
<text> You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.</text>
<text></text>
<text>Spell Slots:</text>
<text> The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.</text>
<text> For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.</text>
<text></text>
<text>Spells Known of 1st Level and Higher:</text>
<text> At 1st level, you know two 1st-level spells of your choice from the warlock spell list.</text>
<text> The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.</text>
<text> Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.</text>
<text></text>
<text>Spellcasting Ability:</text>
<text> Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Spellcasting Focus:</text>
<text> You can use an arcane focus as a spellcasting focus for your warlock spells.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Otherworldly Patron</name>
<text>At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Archfey</name>
<text>Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.</text>
<text></text>
<text>Expanded Spell List</text>
<text> The Archfey 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>Archfey Expanded Spells</text>
<text>Spell Level | Spells</text>
<text>1st | faerie fire, sleep</text>
<text>2nd | calm emotions, phantasmal force</text>
<text>3rd | blink, plant growth</text>
<text>4th | dominate beast, greater invisibility</text>
<text>5th | dominate person, seeming</text>
<text></text>
<text>Source: Player's Handbook p. 108</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Archfey: Fey Presence</name>
<text>Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 108</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Fiend</name>
<text>You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.</text>
<name>The Fiend: Expanded Spell List</name>
<text> The Fiend 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>Fiend Expanded Spells</text>
<text>Spell Level | Spells</text>
<text>1st | burning hands, command</text>
<text>2nd | blindness/deafness, scorching ray</text>
<text>3rd | fireball, stinking cloud</text>
<text>4th | fire shield, wall of fire</text>
<text>5th | flame strike, hallow</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Fiend: Dark One's Blessing</name>
<text>Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Great Old One</name>
<text>Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.</text>
<name>The Great Old One: Expanded Spell List</name>
<text> The Great Old One 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>Great Old One Expanded Spells</text>
<text>Spell Level | Spells</text>
<text>1st | dissonant whispers, Tasha's hideous laughter</text>
<text>2nd | detect thoughts, phantasmal force</text>
<text>3rd | clairvoyance, sending</text>
<text>4th | dominate beast, Evard's black tentacles</text>
<text>5th | dominate person, telekinesis</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Great Old One: Awakened Mind</name>
<text>Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>2</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Eldritch Invocations</name>
<text>In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.</text>
<text> At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice.</text>
<text>Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.</text>
<text>A level prerequisite in an invocation refers to warlock level, not character level.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>2</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Pact Boon</name>
<text>At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
<feature optional="YES">
<name>Pact Boon: Pact of the Chain</name>
<text>You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.</text>
<text>When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.</text>
<text>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
<feature optional="YES">
<name>Pact Boon: Pact of the Blade</name>
<text>You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
<text>Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.</text>
<text>You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
<feature optional="YES">
<name>Pact Boon: Pact of the Tome</name>
<text>Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="4">
<slots>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: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>3</slots>
</autolevel>
<autolevel level="6">
<slots>3</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Otherworldly Patron feature</name>
<text>At 6th level, you gain a feature granted by your Otherworldly Patron.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Archfey: Misty Escape</name>
<text>Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 108</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Fiend: Dark One's Own Luck</name>
<text>Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Great Old One: Entropic Ward</name>
<text>At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>3</slots>
</autolevel>
<autolevel level="8">
<slots>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: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>3</slots>
</autolevel>
<autolevel level="10">
<slots>4</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Otherworldly Patron feature</name>
<text>At 10th level, you gain a feature granted by your Otherworldly Patron.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Archfey: Beguiling Defenses</name>
<text>Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.</text>
<text></text>
<text>Source: Player's Handbook p. 108</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Fiend: Fiendish Resilience</name>
<text>Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Great Old One: Thought Shield</name>
<text>Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>4</slots>
</autolevel>
<autolevel level="11">
<feature>
<name>Mystic Arcanum (6th level)</name>
<text>At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.</text>
<text>You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.</text>
<text>At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="12">
<slots>4</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: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>4</slots>
</autolevel>
<autolevel level="13">
<feature>
<name>Mystic Arcanum (7th level)</name>
<text>At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.</text>
<text>You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="14">
<slots>4</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Otherworldly Patron feature</name>
<text>At 14th level, you gain a feature granted by your Otherworldly Patron.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Archfey: Dark Delirium</name>
<text>Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.</text>
<text>Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.</text>
<text>You must finish a short or long rest before you can use this feature again.</text>
<text></text>
<text>Source: Player's Handbook p. 108</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Fiend: Hurl Through Hell</name>
<text>Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.</text>
<text>At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.</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. 109</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Great Old One: Create Thrall</name>
<text>At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.</text>
<text>You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.</text>
<text></text>
<text>Source: Player's Handbook p. 109</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>4</slots>
</autolevel>
<autolevel level="15">
<feature>
<name>Mystic Arcanum (8th level)</name>
<text>At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.</text>
<text>You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="16">
<slots>4</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: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>4</slots>
</autolevel>
<autolevel level="17">
<feature>
<name>Mystic Arcanum (9th level)</name>
<text>At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.</text>
<text>You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="18">
<slots>4</slots>
</autolevel>
<autolevel level="19">
<slots>4</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: Player's Handbook p. 105</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>4</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Eldritch Master</name>
<text>At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.</text>
<text></text>
<text>Source: Player's Handbook p. 105</text>
</feature>
</autolevel>
</class>
</compendium>

View File

@@ -0,0 +1,687 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Wizard</name>
<hd>6</hd>
<proficiency>Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, Religion</proficiency>
<numSkills>2</numSkills>
<spellAbility>Intelligence</spellAbility>
<autolevel level="1">
<feature optional="YES">
<name>Starting Wizard</name>
<text>As a 1st-level Wizard, you begin play with 6+your Constitution modifier hit points.</text>
<text></text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>• Armor: none</text>
<text>• Weapons: daggers, darts, slings, quarterstaffs, light crossbows</text>
<text>• Tools: none</text>
<text>• Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, Religion</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• (a) a quarterstaff or (b) a dagger</text>
<text>• (a) a component pouch or (b) an arcane focus</text>
<text>• (a) a scholar's pack or (b) an explorer's pack</text>
<text>• A spellbook</text>
<text></text>
<text>Alternatively, you may start with 4d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Wizard</name>
<text>To multiclass as a Wizard, you must meet the following prerequisites:</text>
<text>• Intelligence 13</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<armor>none</armor>
<weapons>daggers, darts, slings, quarterstaffs, light crossbows</weapons>
<tools>none</tools>
<wealth>4d4x10</wealth>
<autolevel level="1">
<slots>3, 2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Arcane Recovery</name>
<text>You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.</text>
<text>For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.</text>
<text>You can recover either a 2nd-level spell slot or two 1st-level spell slots.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Spellcasting</name>
<text>As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.</text>
<text></text>
<text>Cantrips:</text>
<text> At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.</text>
<text></text>
<text>Spellbook:</text>
<text> At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.</text>
<text></text>
<text>Preparing and Casting Spells:</text>
<text> The Wizard table shows how many spell slots you have to cast your 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> You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.</text>
<text> For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.</text>
<text> You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.</text>
<text></text>
<text>Spellcasting Ability:</text>
<text> Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Ritual Casting:</text>
<text> You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.</text>
<text></text>
<text>Spellcasting Focus:</text>
<text> You can use an arcane focus as a spellcasting focus for your wizard spells.</text>
<text></text>
<text>Learning Spells of 1st Level and Higher:</text>
<text> Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").</text>
<text></text>
<text>Your Spellbook:</text>
<text> The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.</text>
<text> A spellbook doesn't contain cantrips.</text>
<text></text>
<text>Copying a Spell into the Book:</text>
<text> When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.</text>
<text> Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.</text>
<text> For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.</text>
<text> A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.</text>
<text></text>
<text>Replacing the Book:</text>
<text> You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.</text>
<text> If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.</text>
<text></text>
<text>The Book's Appearance:</text>
<text> Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>3, 3</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Arcane Tradition</name>
<text>When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: School of Abjuration</name>
<text>The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.</text>
<text>Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.</text>
<text></text>
<text>Source: Player's Handbook p. 115</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Abjuration: Abjuration Savant</name>
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.</text>
<text></text>
<text>Source: Player's Handbook p. 115</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Abjuration: Arcane Ward</name>
<text>Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.</text>
<text>While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.</text>
<text>Once you create the ward, you can't create it again until you finish a long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 115</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: School of Conjuration</name>
<text>As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Conjuration: Conjuration Savant</name>
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Conjuration: Minor Conjuration</name>
<text>Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.</text>
<text>The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: School of Divination</name>
<text>The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Divination: Divination Savant</name>
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Divination: Portent</name>
<text>Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.</text>
<text>Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: School of Enchantment</name>
<text>As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Enchantment: Enchantment Savant</name>
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Enchantment: Hypnotic Gaze</name>
<text>Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.</text>
<text>On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.</text>
<text>Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: School of Evocation</name>
<text>You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Evocation: Evocation Savant</name>
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Evocation: Sculpt Spells</name>
<text>Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: School of Illusion</name>
<text>You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.</text>
<text></text>
<text>Source: Player's Handbook p. 118</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Illusion: Illusion Savant</name>
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.</text>
<text></text>
<text>Source: Player's Handbook p. 118</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Illusion: Improved Minor Illusion</name>
<text>When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.</text>
<text>When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.</text>
<text></text>
<text>Source: Player's Handbook p. 118</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: School of Necromancy</name>
<text>The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.</text>
<text>Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.</text>
<text></text>
<text>Source: Player's Handbook p. 118</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Necromancy: Grim Harvest</name>
<text>At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.</text>
<text></text>
<text>Source: Player's Handbook p. 118</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>School of Necromancy: Necromancy Savant</name>
<text>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.</text>
<text></text>
<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>
<autolevel level="4">
<slots>4, 4, 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: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>4, 4, 3, 2</slots>
</autolevel>
<autolevel level="6">
<slots>4, 4, 3, 3</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Arcane Tradition feature</name>
<text>At 6th level, you gain a feature granted by your Arcane Tradition.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>School of Abjuration: Projected Ward</name>
<text>Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.</text>
<text></text>
<text>Source: Player's Handbook p. 115</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>School of Conjuration: Benign Transposition</name>
<text>Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>School of Divination: Expert Divination</name>
<text>Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>School of Enchantment: Instinctive Charm</name>
<text>Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.</text>
<text>You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>School of Evocation: Potent Cantrip</name>
<text>Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>School of Illusion: Malleable Illusions</name>
<text>Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.</text>
<text></text>
<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>
<text>Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:</text>
<text>• Darkvision out to a range of 60 feet, as described in chapter 8.</text>
<text>• An increase to speed of 10 feet while the creature is unencumbered.</text>
<text>• Proficiency in Constitution saving throws.</text>
<text>• Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).</text>
<text>Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.</text>
<text>If you create a new transmuter's stone, the previous one ceases to function.</text>
<text></text>
<text>Source: Player's Handbook p. 119</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>4, 4, 3, 3, 1</slots>
</autolevel>
<autolevel level="8">
<slots>4, 4, 3, 3, 2</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: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>4, 4, 3, 3, 3, 1</slots>
</autolevel>
<autolevel level="10">
<slots>5, 4, 3, 3, 3, 2</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Arcane Tradition feature</name>
<text>At 10th level, you gain a feature granted by your Arcane Tradition.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>School of Abjuration: Improved Abjuration</name>
<text>Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.</text>
<text></text>
<text>Source: Player's Handbook p. 115</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>School of Conjuration: Focused Conjuration</name>
<text>Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>School of Divination: The Third Eye</name>
<text>Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.</text>
<name>School of Divination: Darkvision</name>
<text> You gain darkvision out to a range of 60 feet.</text>
<name>School of Divination: Ethereal Sight</name>
<text> You can see into the Ethereal Plane within 60 feet of you.</text>
<name>School of Divination: Greater Comprehension</name>
<text> You can read any language.</text>
<name>School of Divination: See Invisibility</name>
<text> You can see invisible creatures and objects within 10 feet of you that are within line of sight.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>School of Enchantment: Split Enchantment</name>
<text>Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>School of Evocation: Empowered Evocation</name>
<text>Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>School of Illusion: Illusory Step</name>
<text>Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: 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>
<text>At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.</text>
<text>Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.</text>
<text></text>
<text>Source: Player's Handbook p. 119</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>5, 4, 3, 3, 3, 2, 1</slots>
</autolevel>
<autolevel level="12">
<slots>5, 4, 3, 3, 3, 2, 1</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: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>5, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<slots>5, 4, 3, 3, 3, 2, 1, 1</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Arcane Tradition feature</name>
<text>At 14th level, you gain a feature granted by your Arcane Tradition.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>School of Abjuration: Spell Resistance</name>
<text>Starting at 14th level, you have advantage on saving throws against spells.</text>
<text>Furthermore, you have resistance against the damage of spells.</text>
<text></text>
<text>Source: Player's Handbook p. 115</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>School of Conjuration: Durable Summons</name>
<text>Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>School of Divination: Greater Portent</name>
<text>Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.</text>
<text></text>
<text>Source: Player's Handbook p. 116</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>School of Enchantment: Alter Memories</name>
<text>At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.</text>
<text>Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>School of Evocation: Overchannel</name>
<text>Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.</text>
<text>The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.</text>
<text></text>
<text>Source: Player's Handbook p. 117</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>School of Illusion: Illusory Reality</name>
<text>By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.</text>
<text>The object can't deal damage or otherwise directly harm anyone.</text>
<text></text>
<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>
<text>Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.</text>
<name>School of Transmutation: Major Transformation</name>
<text> You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.</text>
<name>School of Transmutation: Panacea</name>
<text> You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.</text>
<name>School of Transmutation: Restore Life</name>
<text> You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.</text>
<name>School of Transmutation: Restore Youth</name>
<text> You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.</text>
<text></text>
<text>Source: Player's Handbook p. 119</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>5, 4, 3, 3, 3, 2, 1, 1, 1</slots>
</autolevel>
<autolevel level="16">
<slots>5, 4, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>5, 4, 3, 3, 3, 2, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="18">
<slots>5, 4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
</autolevel>
<autolevel level="18">
<feature>
<name>Spell Mastery</name>
<text>At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.</text>
<text>By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="19">
<slots>5, 4, 3, 3, 3, 3, 2, 1, 1, 1</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: Player's Handbook p. 112</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>5, 4, 3, 3, 3, 3, 2, 2, 1, 1</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Signature Spells</name>
<text>When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.</text>
<text>If you want to cast either spell at a higher level, you must expend a spell slot as normal.</text>
<text></text>
<text>Source: Player's Handbook p. 112</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Actor</name>
<prerequisite></prerequisite>
<text>Skilled at mimicry and dramatics, you gain the following benefits:
 You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
 You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Source: Player's Handbook p. 165</text>
<modifier category="ability score">Charisma +1</modifier>
</feat>
<feat>
<name>Alert</name>
<prerequisite></prerequisite>
<text>Always on the lookout for danger, you gain the following benefits:
 You gain a +5 bonus to initiative.
 You can't be surprised while you are conscious.
 Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Source: Player's Handbook p. 165</text>
</feat>
<feat>
<name>Athlete</name>
<prerequisite></prerequisite>
<text>You have undergone extensive physical training to gain the following benefits:
 Increase your Strength or Dexterity score by 1, to a maximum of 20
 When you are prone, standing up uses only 5 feet of your movement.
 Climbing doesn't cost you extra movement.
 You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Source: Player's Handbook p. 165</text>
</feat>
<feat>
<name>Charger</name>
<prerequisite></prerequisite>
<text>When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Source: Player's Handbook p. 165</text>
</feat>
<feat>
<name>Crossbow Expert</name>
<prerequisite></prerequisite>
<text>Thanks to extensive practice with the crossbow, you gain the following benefits:
 You ignore the loading quality of crossbows with which you are proficient.
 Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
 When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Source: Player's Handbook p. 165</text>
</feat>
<feat>
<name>Defensive Duelist</name>
<prerequisite>Dexterity 13 or higher</prerequisite>
<text>When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Source: Player's Handbook p. 165</text>
</feat>
<feat>
<name>Dual Wielder</name>
<prerequisite></prerequisite>
<text>You master fighting with two weapons, gaining the following benefits:
 You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
 You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
 You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Source: Player's Handbook p. 165</text>
</feat>
<feat>
<name>Dungeon Delver</name>
<prerequisite></prerequisite>
<text>Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
 You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
 You have advantage on saving throws made to avoid or resist traps.
 You have resistance to the damage dealt by traps.
 Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Source: Player's Handbook p. 166</text>
</feat>
<feat>
<name>Durable</name>
<prerequisite></prerequisite>
<text>Hardy and resilient, you gain the following benefits:
 When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Source: Player's Handbook p. 166</text>
<modifier category="ability score">Constitution +1</modifier>
</feat>
<feat>
<name>Elemental Adept</name>
<prerequisite>The ability to cast at least one spell</prerequisite>
<text>When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Source: Player's Handbook p. 166</text>
</feat>
<feat>
<name>Grappler</name>
<prerequisite>Strength 13 or higher</prerequisite>
<text>You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
 You have advantage on attack rolls against a creature you are grappling.
 You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Source: Player's Handbook p. 167</text>
</feat>
<feat>
<name>Great Weapon Master</name>
<prerequisite></prerequisite>
<text>You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
 On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
 Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Source: Player's Handbook p. 167</text>
</feat>
<feat>
<name>Healer</name>
<prerequisite></prerequisite>
<text>You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
 When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
 As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Source: Player's Handbook p. 167</text>
</feat>
<feat>
<name>Heavily Armored</name>
<prerequisite>Proficiency with medium armor</prerequisite>
<text>You have trained to master the use of heavy armor, gaining the following benefits:
 You gain proficiency with heavy armor.
Source: Player's Handbook p. 167</text>
<modifier category="ability score">Strength +1</modifier>
</feat>
<feat>
<name>Heavy Armor Master</name>
<prerequisite>Proficiency with heavy armor</prerequisite>
<text>You can use your armor to deflect strikes that would kill others. You gain the following benefits:
 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Source: Player's Handbook p. 167</text>
<modifier category="ability score">Strength +1</modifier>
</feat>
<feat>
<name>Inspiring Leader</name>
<prerequisite>Charisma 13 or higher</prerequisite>
<text>You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Source: Player's Handbook p. 167</text>
</feat>
<feat>
<name>Keen Mind</name>
<prerequisite></prerequisite>
<text>You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
 You always know which way is north.
 You always know the number of hours left before the next sunrise or sunset.
 You can accurately recall anything you have seen or heard within the past month.
Source: Player's Handbook p. 167</text>
<modifier category="ability score">Intelligence +1</modifier>
</feat>
<feat>
<name>Lightly Armored</name>
<prerequisite></prerequisite>
<text>You have trained to master the use of light armor, gaining the following benefits:
 Increase your Strength or Dexterity score by 1, to a maximum of 20
 You gain proficiency with light armor.
Source: Player's Handbook p. 167</text>
</feat>
<feat>
<name>Linguist</name>
<prerequisite></prerequisite>
<text>You have studied languages and codes, gaining the following benefits:
 You learn three languages of your choice.
 You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Source: Player's Handbook p. 167</text>
<modifier category="ability score">Intelligence +1</modifier>
</feat>
<feat>
<name>Lucky</name>
<prerequisite></prerequisite>
<text>You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Source: Player's Handbook p. 167</text>
</feat>
<feat>
<name>Mage Slayer</name>
<prerequisite></prerequisite>
<text>You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
 When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
 When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
 You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Magic Initiate</name>
<prerequisite></prerequisite>
<text>Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Martial Adept</name>
<prerequisite></prerequisite>
<text>You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
 You learn two maneuvers of your choice from among those available to the fighter archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
 You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Medium Armor Master</name>
<prerequisite>Proficiency with medium armor</prerequisite>
<text>You have practiced moving in medium armor to gain the following benefits:
 Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
 When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Mobile</name>
<prerequisite></prerequisite>
<text>You are exceptionally speedy and agile. You gain the following benefits:
 Your speed increases by 10 feet.
 When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
 When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Moderately Armored</name>
<prerequisite>Proficiency with light armor</prerequisite>
<text>You have trained to master the use of medium armor and shields, gaining the following benefits:
 Increase your Strength or Dexterity score by 1, to a maximum of 20
 You gain proficiency with medium armor and shields.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Mounted Combatant</name>
<prerequisite></prerequisite>
<text>You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
 You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
 You can force an attack targeted at your mount to target you instead.
 If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Observant</name>
<prerequisite></prerequisite>
<text>Quick to notice details of your environment, you gain the following benefits:
 Increase your Intelligence or Wisdom score by 1, to a maximum of 20
 If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
 You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Polearm Master</name>
<prerequisite></prerequisite>
<text>You can keep your enemies at bay with reach weapons. You gain the following benefits:
 When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
 While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Resilient</name>
<prerequisite></prerequisite>
<text>Choose one ability score. You gain the following benefits:
 You gain proficiency in saving throws using the chosen ability.
Source: Player's Handbook p. 168</text>
</feat>
<feat>
<name>Ritual Caster</name>
<prerequisite>Intelligence or Wisdom 13 or higher</prerequisite>
<text>You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Source: Player's Handbook p. 169</text>
</feat>
<feat>
<name>Savage Attacker</name>
<prerequisite></prerequisite>
<text>Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Source: Player's Handbook p. 169</text>
</feat>
<feat>
<name>Sentinel</name>
<prerequisite></prerequisite>
<text>You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
 When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
 Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
 When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Source: Player's Handbook p. 169</text>
</feat>
<feat>
<name>Sharpshooter</name>
<prerequisite></prerequisite>
<text>You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
 Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
 Your ranged weapon attacks ignore half cover and three-quarters cover.
 Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Source: Player's Handbook p. 170</text>
</feat>
<feat>
<name>Shield Master</name>
<prerequisite></prerequisite>
<text>You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
 If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
 If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
 If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Source: Player's Handbook p. 170</text>
</feat>
<feat>
<name>Skilled</name>
<prerequisite></prerequisite>
<text>You gain proficiency in any combination of three skills or tools of your choice.
Source: Player's Handbook p. 170</text>
</feat>
<feat>
<name>Skulker</name>
<prerequisite>Dexterity 13 or higher</prerequisite>
<text>You are expert at slinking through shadows. You gain the following benefits:
 You can try to hide when you are lightly obscured from the creature from which you are hiding.
 When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
 Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Source: Player's Handbook p. 170</text>
</feat>
<feat>
<name>Spell Sniper</name>
<prerequisite>The ability to cast at least one spell</prerequisite>
<text>You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
 When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
 Your ranged spell attacks ignore half cover and three-quarters cover.
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Source: Player's Handbook p. 170</text>
</feat>
<feat>
<name>Tavern Brawler</name>
<prerequisite></prerequisite>
<text>Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
 Increase your Strength or Constitution score by 1, to a maximum of 20
 You are proficient with improvised weapons.
 Your unarmed strike uses a d4 for damage.
 When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Source: Player's Handbook p. 170</text>
</feat>
<feat>
<name>Tough</name>
<prerequisite></prerequisite>
<text>Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Source: Player's Handbook p. 170</text>
</feat>
<feat>
<name>War Caster</name>
<prerequisite>The ability to cast at least one spell</prerequisite>
<text>You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
 You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
 You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
 When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Source: Player's Handbook p. 170</text>
</feat>
<feat>
<name>Weapon Master</name>
<prerequisite></prerequisite>
<text>You have practiced extensively with a variety of weapons, gaining the following benefits:
 Increase your Strength or Dexterity score by 1, to a maximum of 20
 You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
Source: Player's Handbook p. 170</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Invocation: Agonizing Blast</name>
<prerequisite>Eldritch Blast cantrip</prerequisite>
<text>When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Invocation: Armor of Shadows</name>
<prerequisite></prerequisite>
<text>You can cast mage armor on yourself at will, without expending a spell slot or material components.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Invocation: Ascendant Step</name>
<prerequisite>9th level</prerequisite>
<text>You can cast levitate on yourself at will, without expending a spell slot or material components.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Invocation: Beast Speech</name>
<prerequisite></prerequisite>
<text>You can cast speak with animals at will, without expending a spell slot.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Invocation: Beguiling Influence</name>
<prerequisite></prerequisite>
<text>You gain proficiency in the Deception and Persuasion skills.
Source: Player's Handbook p. 110</text>
<proficiency>, Persuasion</proficiency>
</feat>
<feat>
<name>Invocation: Bewitching Whispers</name>
<prerequisite>7th level</prerequisite>
<text>You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Invocation: Book of Ancient Secrets</name>
<prerequisite>Pact of the Tome</prerequisite>
<text>You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Elemental Discipline: Breath of Winter</name>
<prerequisite>17th level</prerequisite>
<text>You can spend 6 ki points to cast cone of cold.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Chains of Carceri</name>
<prerequisite>15th level, Pact of the Chain</prerequisite>
<text>You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Elemental Discipline: Clench of the North Wind</name>
<prerequisite>6th level</prerequisite>
<text>You can spend 3 ki points to cast hold person.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Maneuver: Commander's Strike</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Invocation: Devil's Sight</name>
<prerequisite></prerequisite>
<text>You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Maneuver: Disarming Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Distracting Strike</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Invocation: Dreadful Word</name>
<prerequisite>7th level</prerequisite>
<text>You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Invocation: Eldritch Sight</name>
<prerequisite></prerequisite>
<text>You can cast detect magic at will, without expending a spell slot.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Invocation: Eldritch Spear</name>
<prerequisite>Eldritch Blast cantrip</prerequisite>
<text>When you cast eldritch blast, its range is 300 feet.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Elemental Attunement</name>
<prerequisite></prerequisite>
<text>You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
 Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
 Instantaneously light or snuff out a candle, a torch, or a small campfire.
 Chill or warm up to 1 pound of nonliving material for up to 1 hour.
 Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Elemental Discipline: Eternal Mountain Defense</name>
<prerequisite>17th level</prerequisite>
<text>You can spend 5 ki points to cast stoneskin, targeting yourself.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Maneuver: Evasive Footwork</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Invocation: Eyes of the Rune Keeper</name>
<prerequisite></prerequisite>
<text>You can read all writing.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Fangs of the Fire Snake</name>
<prerequisite></prerequisite>
<text>When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Maneuver: Feinting Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
The advantage is lost if not used on the turn you gain it.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Invocation: Fiendish Vigor</name>
<prerequisite></prerequisite>
<text>You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Fist of Four Thunders</name>
<prerequisite></prerequisite>
<text>You can spend 2 ki points to cast thunderwave.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Elemental Discipline: Flames of the Phoenix</name>
<prerequisite>11th level</prerequisite>
<text>You can spend 4 ki points to cast fireball.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Gaze of Two Minds</name>
<prerequisite></prerequisite>
<text>You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Maneuver: Goading Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Elemental Discipline: Gong of the Summit</name>
<prerequisite>6th level</prerequisite>
<text>You can spend 3 ki points to cast shatter.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Lifedrinker</name>
<prerequisite>12th level, Pact of the Blade</prerequisite>
<text>When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Maneuver: Lunging Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Maneuvering Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Invocation: Mask of Many Faces</name>
<prerequisite></prerequisite>
<text>You can cast disguise self at will, without expending a spell slot.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Invocation: Master of Myriad Forms</name>
<prerequisite>15th level</prerequisite>
<text>You can cast alter self at will, without expending a spell slot.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Maneuver: Menacing Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Invocation: Minions of Chaos</name>
<prerequisite>9th level</prerequisite>
<text>You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Invocation: Mire the Mind</name>
<prerequisite>5th level</prerequisite>
<text>You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Mist Stance</name>
<prerequisite>11th level</prerequisite>
<text>You can spend 4 ki points to cast gaseous form, targeting yourself.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Misty Visions</name>
<prerequisite></prerequisite>
<text>You can cast silent image at will, without expending a spell slot or material components.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Invocation: One with Shadows</name>
<prerequisite>5th level</prerequisite>
<text>When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Invocation: Otherworldly Leap</name>
<prerequisite>9th level</prerequisite>
<text>You can cast jump on yourself at will, without expending a spell slot or material components.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Blade</name>
<prerequisite></prerequisite>
<text>You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Source: Player's Handbook p. 107</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Chain</name>
<prerequisite></prerequisite>
<text>You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Source: Player's Handbook p. 107</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Tome</name>
<prerequisite></prerequisite>
<text>Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Source: Player's Handbook p. 108</text>
</feat>
<feat>
<name>Maneuver: Parry</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Precision Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Pushing Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Rally</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Invocation: Repelling Blast</name>
<prerequisite>Eldritch Blast cantrip</prerequisite>
<text>When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Ride the Wind</name>
<prerequisite>11th level</prerequisite>
<text>You can spend 4 ki points to cast fly, targeting yourself.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Maneuver: Riposte</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Elemental Discipline: River of Hungry Flame</name>
<prerequisite>17th level</prerequisite>
<text>You can spend 5 ki points to cast wall of fire.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Elemental Discipline: Rush of the Gale Spirits</name>
<prerequisite></prerequisite>
<text>You can spend 2 ki points to cast gust of wind.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Sculptor of Flesh</name>
<prerequisite>7th level</prerequisite>
<text>You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Shape the Flowing River</name>
<prerequisite></prerequisite>
<text>As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Sign of Ill Omen</name>
<prerequisite>5th level</prerequisite>
<text>You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Maneuver: Sweeping Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Elemental Discipline: Sweeping Cinder Strike</name>
<prerequisite></prerequisite>
<text>You can spend 2 ki points to cast burning hands.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Thief of Five Fates</name>
<prerequisite></prerequisite>
<text>You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Invocation: Thirsting Blade</name>
<prerequisite>5th level, Pact of the Blade</prerequisite>
<text>You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Maneuver: Trip Attack</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Elemental Discipline: Unbroken Air</name>
<prerequisite></prerequisite>
<text>You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Visions of Distant Realms</name>
<prerequisite>15th level</prerequisite>
<text>You can cast arcane eye at will, without expending a spell slot.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Invocation: Voice of the Chain Master</name>
<prerequisite>Pact of the Chain</prerequisite>
<text>You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Water Whip</name>
<prerequisite></prerequisite>
<text>You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Elemental Discipline: Wave of Rolling Earth</name>
<prerequisite>17th level</prerequisite>
<text>You can spend 6 ki points to cast wall of stone.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Whispers of the Grave</name>
<prerequisite>9th level</prerequisite>
<text>You can cast speak with dead at will, without expending a spell slot.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Invocation: Witch Sight</name>
<prerequisite>15th level</prerequisite>
<text>You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Source: Player's Handbook p. 111</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Dragonborn</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Cha 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 32</text>
</trait>
<trait>
<name>Age</name>
<text>Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
</text>
</trait>
<trait>
<name>Size</name>
<text>Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Draconic Ancestry</name>
<text>Draconic Ancestry
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Dragon | Damage Type | Breath Weapon
Black | Acid | 5 by 30 ft. line (Dex. save)
Blue | Lightning | 5 by 30 ft. line (Dex. save)
Brass | Fire | 5 by 30 ft. line (Dex. save)
Bronze | Lightning | 5 by 30 ft. line (Dex. save)
Copper | Acid | 5 by 30 ft. line (Dex. save)
Gold | Fire | 15 ft. cone (Dex. save)
Green | Poison | 15 ft. cone (Con. save)
Red | Fire | 15 ft. cone (Dex. save)
Silver | Cold | 15 ft. cone (Con. save)
White | Cold | 15 ft. cone (Con. save)
</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to the damage type associated with your draconic ancestry.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
</text>
</trait>
</race>
<race>
<name>Dwarf (Hill)</name>
<size>M</size>
<speed>25</speed>
<ability>Con 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 20</text>
</trait>
<trait>
<name>Dwarven Toughness</name>
<text>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
</text>
</trait>
<trait>
<name>Age</name>
<text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
</text>
</trait>
<trait>
<name>Size</name>
<text>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Speed</name>
<text>Your speed is not reduced by wearing heavy armor.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Dwarven Resilience</name>
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
</trait>
<trait>
<name>Dwarven Combat Training</name>
<text>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
</text>
</trait>
<trait>
<name>Tool Proficiency</name>
<text>You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
</text>
</trait>
<trait>
<name>Stonecunning</name>
<text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
</text>
</trait>
</race>
<race>
<name>Dwarf (Mountain)</name>
<size>M</size>
<speed>25</speed>
<ability>Con 2, Str 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 20</text>
</trait>
<trait>
<name>Dwarven Armor Training</name>
<text>You have proficiency with light and medium armor.
</text>
</trait>
<trait>
<name>Age</name>
<text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
</text>
</trait>
<trait>
<name>Size</name>
<text>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Speed</name>
<text>Your speed is not reduced by wearing heavy armor.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Dwarven Resilience</name>
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
</trait>
<trait>
<name>Dwarven Combat Training</name>
<text>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
</text>
</trait>
<trait>
<name>Tool Proficiency</name>
<text>You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
</text>
</trait>
<trait>
<name>Stonecunning</name>
<text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
</text>
</trait>
</race>
<race>
<name>Elf (Drow)</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2, Cha 1</ability>
<proficiency>Perception</proficiency>
<spellAbility>Charisma</spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 24</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
</text>
</trait>
<trait>
<name>Drow Magic</name>
<text>You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Drow Weapon Training</name>
<text>You have proficiency with rapier, shortsword, and hand crossbow.
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Superior Darkvision</name>
<text>Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
</trait>
</race>
<race>
<name>Elf (High)</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2, Int 1</ability>
<proficiency>Perception</proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 23</text>
</trait>
<trait>
<name>Elf Weapon Training</name>
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
</trait>
<trait>
<name>Cantrip</name>
<text>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
</text>
</trait>
<trait>
<name>Extra Language</name>
<text>You can speak, read, and write one extra language of your choosing.
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
</trait>
</race>
<race>
<name>Elf (Wood)</name>
<size>M</size>
<speed>35</speed>
<ability>Dex 2, Wis 1</ability>
<proficiency>Perception</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 24</text>
</trait>
<trait>
<name>Elf Weapon Training</name>
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
</trait>
<trait>
<name>Fleet of Foot</name>
<text>Your base walking speed increases to 35 feet.
</text>
</trait>
<trait>
<name>Mask of the Wild</name>
<text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
</text>
</trait>
<trait>
<name>Age</name>
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
</trait>
<trait>
<name>Size</name>
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
</trait>
</race>
<race>
<name>Gnome (Forest)</name>
<size>S</size>
<speed>25</speed>
<ability>Int 2, Dex 1</ability>
<proficiency></proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 37</text>
</trait>
<trait>
<name>Natural Illusionist</name>
<text>You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
</text>
</trait>
<trait>
<name>Speak with Small Beasts</name>
<text>Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
</text>
</trait>
<trait>
<name>Age</name>
<text>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
</text>
</trait>
<trait>
<name>Size</name>
<text>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Gnome Cunning</name>
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
</text>
</trait>
</race>
<race>
<name>Gnome (Rock)</name>
<size>S</size>
<speed>25</speed>
<ability>Int 2, Con 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 37</text>
</trait>
<trait>
<name>Artificer's Lore</name>
<text>Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
</text>
</trait>
<trait>
<name>Tinker</name>
<text>You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
</text>
</trait>
<trait>
<name>Age</name>
<text>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
</text>
</trait>
<trait>
<name>Size</name>
<text>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Gnome Cunning</name>
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
</text>
</trait>
</race>
<race>
<name>Half-Elf</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 38</text>
</trait>
<trait>
<name>Age</name>
<text>Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
</text>
</trait>
<trait>
<name>Size</name>
<text>Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
</trait>
<trait>
<name>Skill Versatility</name>
<text>You gain proficiency in two skills of your choice.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, Elvish, and one extra language of your choice.
</text>
</trait>
</race>
<race>
<name>Half-Orc</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Con 1</ability>
<proficiency>Intimidation</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 40</text>
</trait>
<trait>
<name>Age</name>
<text>Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Menacing</name>
<text>You gain proficiency in the Intimidation skill.
</text>
</trait>
<trait>
<name>Relentless Endurance</name>
<text>When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
</text>
</trait>
<trait>
<name>Savage Attacks</name>
<text>When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
</text>
</trait>
</race>
<race>
<name>Halfling (Lightfoot)</name>
<size>S</size>
<speed>25</speed>
<ability>Dex 2, Cha 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 28</text>
</trait>
<trait>
<name>Naturally Stealthy</name>
<text>You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
</text>
</trait>
<trait>
<name>Age</name>
<text>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
</text>
</trait>
<trait>
<name>Size</name>
<text>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Lucky</name>
<text>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
</text>
</trait>
<trait>
<name>Brave</name>
<text>You have advantage on saving throws against being frightened.
</text>
</trait>
<trait>
<name>Halfling Nimbleness</name>
<text>You can move through the space of any creature that is of a size larger than yours.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
</text>
</trait>
</race>
<race>
<name>Halfling (Stout)</name>
<size>S</size>
<speed>25</speed>
<ability>Dex 2, Con 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 28</text>
</trait>
<trait>
<name>Stout Resilience</name>
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
</trait>
<trait>
<name>Age</name>
<text>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
</text>
</trait>
<trait>
<name>Size</name>
<text>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Lucky</name>
<text>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
</text>
</trait>
<trait>
<name>Brave</name>
<text>You have advantage on saving throws against being frightened.
</text>
</trait>
<trait>
<name>Halfling Nimbleness</name>
<text>You can move through the space of any creature that is of a size larger than yours.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
</text>
</trait>
</race>
<race>
<name>Human</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 29</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
</text>
</trait>
</race>
<race>
<name>Human (Variant)</name>
<size>M</size>
<speed>30</speed>
<ability></ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 31</text>
</trait>
<trait>
<name>Skills</name>
<text>You gain proficiency in one skill of your choice.
</text>
</trait>
<trait>
<name>Feat</name>
<text>You gain one feat of your choice.
</text>
</trait>
<trait>
<name>Age</name>
<text>Humans reach adulthood in their late teens and live less than a century.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
</trait>
<trait>
<name>Size</name>
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
</text>
</trait>
</race>
<race>
<name>Tiefling</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Int 1</ability>
<proficiency></proficiency>
<spellAbility>Charisma</spellAbility>
<trait>
<name>Description</name>
<text>Source: Player's Handbook p. 42</text>
</trait>
<trait>
<name>Age</name>
<text>Tieflings mature at the same rate as humans but live a few years longer.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Tieflings are about the same size and build as humans. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Hellish Resistance</name>
<text>You have resistance to fire damage.
</text>
</trait>
<trait>
<name>Infernal Legacy</name>
<text>You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Infernal.
</text>
</trait>
</race>
</compendium>

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