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">
<background>
<name>City Watch</name>
<proficiency>Athletics, Insight</proficiency>
<trait>
<name>Description</name>
<text>You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.
You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.
Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.
Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
• Skill Proficiencies: Athletics, Insight
• Languages: Any two of your choice
• Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp
Source: Sword Coast Adventurer's Guide p. 145</text>
</trait>
<trait>
<name>Feature: Watcher's Eye</name>
<text>Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.
Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
</text>
</trait>
</background>
<background>
<name>Clan Crafter</name>
<proficiency>History, Insight</proficiency>
<trait>
<name>Description</name>
<text>The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.
You are most likely a dwarf, but not necessarily—particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.
• Skill Proficiencies: History, Insight
• Tool Proficiencies: One type of artisan's tools
• Languages: Dwarvish or one of your choice if you already speak Dwarvish
• Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp
Source: Sword Coast Adventurer's Guide p. 145</text>
</trait>
<trait>
<name>Feature: Respect of the Stout Folk</name>
<text>As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.)
Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.
</text>
</trait>
</background>
<background>
<name>Cloistered Scholar</name>
<proficiency>History</proficiency>
<trait>
<name>Description</name>
<text>As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge.
The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.
Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.
• Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion
• Languages: any two of your choice
• Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp
Source: Sword Coast Adventurer's Guide p. 146</text>
</trait>
<trait>
<name>Feature: Library Access</name>
<text>Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.
Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth - perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
</text>
</trait>
</background>
<background>
<name>Courtier</name>
<proficiency>Insight, Persuasion</proficiency>
<trait>
<name>Description</name>
<text>In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.
You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.
Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
• Skill Proficiencies: Insight, Persuasion
• Languages: Any two of your choice
• Equipment: A set of fine clothes and a pouch containing 5 gp
Source: Sword Coast Adventurer's Guide p. 146</text>
</trait>
<trait>
<name>Feature: Court Functionary</name>
<text>Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.
The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
</text>
</trait>
</background>
<background>
<name>Faction Agent</name>
<proficiency>Insight</proficiency>
<trait>
<name>Description</name>
<text>Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.
• Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
• Languages: Any two of your choice
• Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
Source: Sword Coast Adventurer's Guide p. 147</text>
</trait>
<trait>
<name>Factions of the Sword Coast</name>
<text>The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.
</text>
</trait>
<trait>
<name>Feature: Safe Haven</name>
<text>As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.)
Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.
</text>
</trait>
</background>
<background>
<name>Far Traveler</name>
<proficiency>Insight, Perception</proficiency>
<trait>
<name>Description</name>
<text>Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
You aren't one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.
Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
• Skill Proficiencies: Insight, Perception
• Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland
• Languages: Any one of your choice
• Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp
Source: Sword Coast Adventurer's Guide p. 148</text>
</trait>
<trait>
<name>Feature: All Eyes on You</name>
<text>Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
</text>
</trait>
<trait>
<name>Why Are You Here?</name>
<text>A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6 | Reason
1 | Emissary
2 | Exile
3 | Fugitive
4 | Pilgrim
5 | Sightseer
6 | Wanderer
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>d6 | Personality Trait
1 | I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
2 | I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3 | I have a strong code of honor or sense of propriety that others don't comprehend.
4 | I express affection or contempt in ways that are unfamiliar to others.
5 | I honor my deities through practices that are foreign to this land.
6 | I begin or end my day with small traditional rituals that are unfamiliar to those around me.
d6 | Ideal
1 | Open. I have much to learn from the kindly folk I meet along my way. (Good)
2 | Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3 | Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
4 | Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
5 | Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6 | Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
d6 | Bond
1 | So long as I have this token from my homeland, I can face any adversity in this strange land.
2 | The gods of my people are a comfort to me so far away from home.
3 | I hold no greater cause than my service to my people.
4 | My freedom is my most precious possession. I'll never let anyone take it from me again.
5 | I'm fascinated by the beauty and wonder of this new land.
6 | Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.
d6 | Flaw
1 | I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2 | I pretend not to understand the local language in order to avoid interactions I would rather not have.
3 | I have a weakness for the new intoxicants and other pleasures of this land.
4 | I don't take kindly to some of the actions and motivations of the people of this land, because these folks are different from me.
5 | I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6 | I have a weakness for the exotic beauty of the people of these lands.
</text>
</trait>
</background>
<background>
<name>Inheritor</name>
<proficiency>Survival</proficiency>
<trait>
<name>Description</name>
<text>You are the heir to something of great value—not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you—by force, if need be.
• Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion
• Languages: Any one of your choice
• Tool Proficiencies: Your choice of a gaming set or a musical instrument
• Equipment: Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency (gaming set or musical instrument), and a pouch containing 15 gp
Source: Sword Coast Adventurer's Guide p. 150</text>
</trait>
<trait>
<name>Feature: Inheritance</name>
<text>Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
d8 | Object or item:
1 | A document such as a map, a letter, or a journal
2-3 | a trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
4 | an article of clothing
5 | a piece of jewelry
6 | an arcane book or formulary
7 | a written story, song, poem, or secret
8 | a tattoo or other body marking
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.
Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
</text>
</trait>
</background>
<background>
<name>Knight of the Order</name>
<proficiency>Persuasion</proficiency>
<trait>
<name>Description</name>
<text>You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.
The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to.
• Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
• Tool Proficiencies: Your choice of a gaming set or a musical instrument
• Languages: Any one of your choice
• Equipment: One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a pouch containing 10 gp
Source: Sword Coast Adventurer's Guide p. 151</text>
</trait>
<trait>
<name>Knightly Orders of Faerûn</name>
<text>Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.
</text>
</trait>
<trait>
<name>Feature: Knightly Regard</name>
<text>You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order.
Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.
</text>
</trait>
</background>
<background>
<name>Mercenary Veteran</name>
<proficiency>Athletics, Persuasion</proficiency>
<trait>
<name>Description</name>
<text>As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)
Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.
• Skill Proficiencies: Athletics, Persuasion
• Tool Proficiencies: One type of gaming set, vehicles (land)
• Equipment: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp).
Source: Sword Coast Adventurer's Guide p. 152</text>
</trait>
<trait>
<name>Mercenaries of the North</name>
<text>Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.
</text>
</trait>
<trait>
<name>Feature: Mercenary Life</name>
<text>You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.
Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting.
</text>
</trait>
</background>
<background>
<name>Urban Bounty Hunter</name>
<proficiency></proficiency>
<trait>
<name>Description</name>
<text>Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar—any place that's large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives—but on the other hand, you can take down much more formidable targets with the help of your companions.
• Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth
• Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools
• Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp
Source: Sword Coast Adventurer's Guide p. 153</text>
</trait>
<trait>
<name>Feature: Ear to the Ground</name>
<text>You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.
For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
</text>
</trait>
</background>
<background>
<name>Uthgardt Tribe Member</name>
<proficiency>Athletics, Survival</proficiency>
<trait>
<name>Description</name>
<text>Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.
Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.
You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.
See the "Uthgardt Lands" section of chapter 2 for details on each tribe's territory and its activities that will help you choose your affiliation.
• Skill Proficiencies: Athletics, Survival
• Languages: Any one of your choice
• Tool Proficiencies: One type of musical instrument or artisan's tools
• Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp
Source: Sword Coast Adventurer's Guide p. 153</text>
</trait>
<trait>
<name>Barbarian Tribes of Faerûn</name>
<text>Though this section details the Uthgardt specifically, either it or the outlander background from the Player's Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn.
You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chult.
</text>
</trait>
<trait>
<name>Feature: Uthgardt Heritage</name>
<text>You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.
Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.
Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds - great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred - are sacred to you.
Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for.
</text>
</trait>
</background>
<background>
<name>City Watch / Investigator</name>
<proficiency>Insight, Investigation</proficiency>
<trait>
<name>Description</name>
<text>• Skill Proficiencies: Insight, Investigation
• Languages: Any two of your choice
• Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp
Source: Sword Coast Adventurer's Guide p. 145</text>
</trait>
<trait>
<name>Feature: Watcher's Eye</name>
<text>Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.
Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
</text>
</trait>
</background>
<background>
<name>Waterdhavian Noble</name>
<proficiency>History, Persuasion</proficiency>
<trait>
<name>Description</name>
<text>You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.
Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?
Work with your DM to come up with the family you are part of—there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.
• Skill Proficiencies: History, Persuasion
• Languages: Any one of your choice
• Tool Proficiencies: One type of gaming set or musical instrument
• Equipment: A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp
Source: Sword Coast Adventurer's Guide p. 154</text>
</trait>
<trait>
<name>Feature: Kept in Style</name>
<text>While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.
Like other nobles, you were born and raised in a different world from the one that most folk know - one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.
</text>
</trait>
</background>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Barbarian</name>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Battlerager</name>
<text>Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 121</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Battlerager: Battlerager Armor</name>
<text>When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.</text>
<text>While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.</text>
<text>Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 121</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Battlerager: Restriction - Dwarves Only</name>
<text>Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.</text>
<text>Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 121</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Battlerager: Reckless Abandon</name>
<text>Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 121</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of the Battlerager: Battlerager Charge</name>
<text>Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 121</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Battlerager: Spiked Retribution</name>
<text>Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 121</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Cleric</name>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Arcana Domain</name>
<text>Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.</text>
<text>The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and WeeJas of Greyhawk.</text>
<text>At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.</text>
<text></text>
<text>Arcana Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | detect magic, magic missile</text>
<text>3rd | magic weapon, Nystul's magic aura</text>
<text>5th | dispel magic, magic circle</text>
<text>7th | arcane eye, Leomund's secret chest</text>
<text>9th | planar binding, teleportation circle</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 125</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Arcana Domain: Arcane Initiate</name>
<text>When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 125</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcana Domain: Channel Divinity: Arcane Abjuration</name>
<text>Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.</text>
<text>As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.</text>
<text>A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. 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, then the creature can use the Dodge action.</text>
<text>After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.</text>
<text></text>
<text>Arcane Banishment</text>
<text>Cleric level | Banishes Creatures of CR...</text>
<text>5th | 1/2 or lower</text>
<text>8th | 1 or lower</text>
<text>11th | 2 or lower</text>
<text>14th | 3 or lower</text>
<text>17th | 4 or lower</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 125</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Arcana Domain: Spell Breaker</name>
<text>Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 125</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Arcana 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: Sword Coast Adventurer's Guide p. 125</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Arcana Domain: Arcane Mastery</name>
<text>At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 125</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Fighter</name>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Purple Dragon Knight (Banneret)</name>
<text>Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.</text>
<text>A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.</text>
<text>A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 128</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Purple Dragon Knight (Banneret): Rallying Cry</name>
<text>When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.</text>
<text>When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 128</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Purple Dragon Knight (Banneret): Restriction: Knighthood</name>
<text>Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.</text>
<text>Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 128</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Purple Dragon Knight (Banneret): Royal Envoy</name>
<text>A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.</text>
<text>At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.</text>
<text>Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 128</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Purple Dragon Knight (Banneret): Inspiring Surge</name>
<text>Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.</text>
<text>Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 128</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Purple Dragon Knight (Banneret): Bulwark</name>
<text>Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 128</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Purple Dragon Knight (Banneret): Inspiring Surge</name>
<text>Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 128</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Monk</name>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of the Long Death</name>
<text>Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Long Death: Touch of Death</name>
<text>Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Long Death: Hour of Reaping</name>
<text>At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of the Long Death: Mastery of Death</name>
<text>Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of the Long Death: Touch of the Long Death</name>
<text>Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Paladin</name>
<autolevel level="3">
<feature optional="YES">
<name>Sacred Oath: Oath of the Crown</name>
<text>The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 132</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Crown: Channel Divinity: Champion Challenge</name>
<text>As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 132</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Crown: Channel Divinity: Turn the Tide</name>
<text>As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 132</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Crown: Oath Spells</name>
<text>You gain oath spells at the paladin levels listed.</text>
<text></text>
<text>Oath of the Crown Spells</text>
<text>Paladin Level | Spells</text>
<text>3rd | command, compelled duel</text>
<text>5th | warding bond, zone of truth</text>
<text>9th | aura of vitality, spirit guardians</text>
<text>13th | banishment, guardian of faith</text>
<text>17th | circle of power, geas</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 132</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Crown: Tenets of the Crown</name>
<text>The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.</text>
<text></text>
<text>Law</text>
<text> The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.</text>
<text></text>
<text>Loyalty</text>
<text> Your word is your bond. Without loyalty, oaths and laws are meaningless.</text>
<text></text>
<text>Courage</text>
<text> You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?</text>
<text></text>
<text>Responsibility</text>
<text> You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 132</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Oath of the Crown: Divine Allegiance</name>
<text>Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 132</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Oath of the Crown: Unyielding Spirit</name>
<text>Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 132</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Oath of the Crown: Exalted Champion</name>
<text>At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:</text>
<text>• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</text>
<text>• Your allies have advantage on death saving throws while within 30 feet of you.</text>
<text>• You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.</text>
<text>This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 132</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Rogue</name>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Mastermind</name>
<text>Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Mastermind: Master of Intrigue</name>
<text>When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.</text>
<text>Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Mastermind: Master of Tactics</name>
<text>Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Mastermind</name>
<text>Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Mastermind: Master of Intrigue</name>
<text>When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.</text>
<text>Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Mastermind: Master of Tactics</name>
<text>Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Swashbuckler</name>
<text>You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype.</text>
<text>A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swashbuckler: Fancy Footwork</name>
<text>When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swashbuckler: Rakish Audacity</name>
<text>Starting at 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls.</text>
<text>In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Swashbuckler</name>
<text>You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.</text>
<text>A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swashbuckler: Fancy Footwork</name>
<text>When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swashbuckler: Rakish Audacity</name>
<text>Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.</text>
<text>You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Mastermind: Insightful Manipulator</name>
<text>Starting at 9th level, 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>• Intelligence score</text>
<text>• Wisdom score</text>
<text>• Charisma score</text>
<text>• Class levels (if any)</text>
<text>At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Mastermind: Insightful Manipulator</name>
<text>Starting at 9th level, 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>• Intelligence score</text>
<text>• Wisdom score</text>
<text>• Charisma score</text>
<text>• Class levels (if any)</text>
<text>At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Swashbuckler: Panache</name>
<text>At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.</text>
<text>If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.</text>
<text>If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Swashbuckler: Panache</name>
<text>At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.</text>
<text>If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.</text>
<text>If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Mastermind: Misdirection</name>
<text>Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Mastermind: Misdirection</name>
<text>Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Swashbuckler: Elegant Maneuver</name>
<text>Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Swashbuckler: Elegant Maneuver</name>
<text>Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Mastermind: Soul of Deceit</name>
<text>Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.</text>
<text>Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Mastermind: Soul of Deceit</name>
<text>Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.</text>
<text>Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Swashbuckler: Master Duelist</name>
<text>Beginning at 17th level, your mastery of the blade lets you turn failure to success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Swashbuckler: Master Duelist</name>
<text>Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 135</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Sorcerer</name>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Storm Sorcery</name>
<text>Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.</text>
<text>Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Storm Sorcery: Tempestuous Magic</name>
<text>Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Storm Sorcery: Wind Speaker</name>
<text>The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Storm Sorcery</name>
<text>Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.</text>
<text>Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Storm Sorcery: Tempestuous Magic</name>
<text>Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Storm Sorcery: Wind Speaker</name>
<text>The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Storm Sorcery: Heart of the Storm</name>
<text>At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Storm Sorcery: Storm Guide</name>
<text>At 6th level, you gain the ability to subtly control the weather around you.</text>
<text>If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action.</text>
<text>If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Storm Sorcery: Heart of the Storm</name>
<text>At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Storm Sorcery: Storm Guide</name>
<text>At 6th level, you gain the ability to subtly control the weather around you.</text>
<text>If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.</text>
<text>If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Storm Sorcery: Storm's Fury</name>
<text>Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Storm Sorcery: Storm's Fury</name>
<text>Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Storm Sorcery: Wind Soul</name>
<text>At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage.</text>
<text>As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Storm Sorcery: Wind Soul</name>
<text>At 18th level, you gain immunity to lightning and thunder damage.</text>
<text>You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 137</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Warlock</name>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Undying</name>
<text>Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.</text>
<text>In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.</text>
<text></text>
<text>Expanded Spell List</text>
<text> The Undying 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>Undying Expanded Spells</text>
<text>Spell Level | Spells</text>
<text>1st | false life, ray of sickness</text>
<text>2nd | blindness/deafness, silence</text>
<text>3rd | feign death, speak with dead</text>
<text>4th | aura of life, death ward</text>
<text>5th | contagion, legend lore</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 139</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Undying: Among the Dead</name>
<text>Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.</text>
<text>Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 139</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Undying: Defy Death</name>
<text>Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 139</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Undying: Undying Nature</name>
<text>Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.</text>
<text>In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 139</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Undying: Indestructible Life</name>
<text>When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.</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: Sword Coast Adventurer's Guide p. 139</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Wizard</name>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Bladesinging</name>
<text>Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 141</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Bladesinging: Bladesinger Styles</name>
<text>From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.</text>
<text>Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.</text>
<text></text>
<text>Cat</text>
<text> Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.</text>
<text></text>
<text>Bird</text>
<text> Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat.</text>
<text></text>
<text>Snake</text>
<text> Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 141</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Bladesinging: Bladesong</name>
<text>Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.</text>
<text>You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).</text>
<text>While your bladesong is active, you gain the following benefits:</text>
<text>• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).</text>
<text>• Your walking speed increases by 10 feet.</text>
<text>• You have advantage on Dexterity (Acrobatics) checks.</text>
<text>• You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 141</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Bladesinging: Restriction: Elves Only</name>
<text>Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.</text>
<text>Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 141</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Bladesinging: Training in War and Song (Bladesinging)</name>
<text>When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.</text>
<text>You also gain proficiency in the Performance skill if you don't already have it.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 141</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Bladesinging: Extra Attack</name>
<text>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 141</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Bladesinging: Song of Defense</name>
<text>Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 141</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Bladesinging: Song of Victory</name>
<text>Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 141</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Birdpipes</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Glaur</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Hand Drum</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A double-headed skin drum fitted with handles along its side.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Longhorn</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Shawm</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Songhorn</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A recorder, a simple type of flute, usually carved from wood.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Tantan</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A tambourine, a popular instrument with halflings and humans south of the Dalelands.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Thelarr</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children—to the parents' delight or regret.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Tocken</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Wargong</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Yarting</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
<item>
<name>Zulkoon</name>
<detail>Instrument</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.
Source: Sword Coast Adventurer's Guide p. 124</text>
</item>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Arcane Eye</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Aura of Life</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Aura of Vitality</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Banishment</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Blindness/Deafness</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Circle of Power</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Command</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Compelled Duel</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Contagion</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Death Ward</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Detect Magic</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Dispel Magic</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>False Life</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Feign Death</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Geas</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Guardian of Faith</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Legend Lore</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Leomund's Secret Chest</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Magic Circle</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Magic Missile</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Magic Weapon</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Nystul's Magic Aura</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Planar Binding</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Ray of Sickness</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Silence</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Spare the Dying</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Speak with Dead</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell>
<name>Spirit Guardians</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Teleportation Circle</name>
<classes>Cleric (Arcana)</classes>
</spell>
<spell>
<name>Warding Bond</name>
<classes>Paladin (Crown)</classes>
</spell>
<spell>
<name>Zone of Truth</name>
<classes>Paladin (Crown)</classes>
</spell>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Booming Blade</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (5-foot radius)</range>
<components>V, M (a melee weapon worth at least 1 sp)</components>
<duration>1 round</duration>
<text>You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)
Source: Sword Coast Adventurer's Guide p. 142</text>
<roll>1d8</roll>
<roll>2d8</roll>
<roll>3d8</roll>
<roll>4d8</roll>
</spell>
<spell>
<name>Green-Flame Blade</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (5-foot radius)</range>
<components>V, M (a melee weapon worth at least 1 sp)</components>
<duration>Instantaneous</duration>
<text>You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Source: Sword Coast Adventurer's Guide p. 143</text>
<roll>1d8</roll>
<roll>1d8+SPELL</roll>
<roll>2d8</roll>
<roll>3d8</roll>
</spell>
<spell>
<name>Lightning Lure</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (15-foot radius)</range>
<components>V</components>
<duration>Instantaneous</duration>
<text>You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Source: Sword Coast Adventurer's Guide p. 143</text>
<roll>1d8</roll>
<roll>2d8</roll>
<roll>3d8</roll>
<roll>4d8</roll>
</spell>
<spell>
<name>Sword Burst</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (5-foot radius)</range>
<components>V</components>
<duration>Instantaneous</duration>
<text>You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Source: Sword Coast Adventurer's Guide p. 143</text>
<roll>1d6</roll>
<roll>2d6</roll>
<roll>3d6</roll>
<roll>4d6</roll>
</spell>
</compendium>