Update root-level README and reorganize sources

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

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

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

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Aberrant Spirit</name>
<size>M</size>
<type>aberration</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>40</hp>
<speed>walk 30 ft., fly 30 ft.</speed>
<str>16</str>
<dex>10</dex>
<con>15</con>
<int>16</int>
<wis>10</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Deep Speech, understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>psychic</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>40 + 10 for each spell level above 4th</text>
</trait>
<trait>
<name>Regeneration (Slaadi Only)</name>
<text>The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.</text>
</trait>
<trait>
<name>Whispering Aura (Star Spawn Only)</name>
<text>At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The aberration makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Eye Ray (Beholderkin Only)</name>
<text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one creature. 1d8 + 3 + the spell's level psychic damage.</text>
</action>
<action>
<name>Claws (Slaadi Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.</text>
</action>
<action>
<name>Psychic Slam (Star Spawn Only)</name>
<text>Melee Spell Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one creature. 1d8 + 3 + the spell's level psychic damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Adult Red Dracolich</name>
<size>H</size>
<type>undead</type>
<alignment>Chaotic Evil</alignment>
<ac>19 (natural armor)</ac>
<hp>256 (19d12+133)</hp>
<speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
<str>27</str>
<dex>10</dex>
<con>25</con>
<int>16</int>
<wis>13</wis>
<cha>21</cha>
<save>Dex +6, Con +13, Wis +7, Cha +11</save>
<skill>Perception +13, Stealth +6</skill>
<passive>23</passive>
<languages>Common, Draconic</languages>
<cr>17</cr>
<resist>necrotic</resist>
<immune>fire, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned, exhaustion</conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the dracolich fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The dracolich has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.</text>
<attack>Bite|+14|2d10+8</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage.</text>
<attack>Claw|+14|2d6+8</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
<attack>Tail|+14|2d8+8</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Fire Breath (Recharge 5-6)</name>
<text>The dracolich exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.</text>
<attack>Fire Breath (Recharge 5-6)||18d6</attack>
</action>
<legendary>
<text>The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Detect</name>
<text>The dracolich makes a Wisdom (Perception) check.</text>
</legendary>
<legendary>
<name>Tail Attack</name>
<text>The dracolich makes a tail attack.</text>
</legendary>
<legendary>
<name>Wing Attack (Costs 2 Actions)</name>
<text>The dracolich beats its wings. Each creature within 10 feet of the dracolich must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
</legendary>
<legendary>
<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
<text>• Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text>
<text>• A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.</text>
<text>• Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.</text>
</legendary>
<legendary>
<name>Regional Effects</name>
</legendary>
<legendary>
<text>The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
<text>• Small earthquakes are common within 6 miles of the dragon's lair.</text>
<text>• Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.</text>
<text>• Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.</text>
<text>If the dragon dies, these effects fade over the course of 1d10 days.</text>
</legendary>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment>mountain, hill</environment>
</monster>
<monster>
<name>Beast of the Land</name>
<size>M</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>5</hp>
<speed>walk 40 ft., climb 40 ft.</speed>
<str>14</str>
<dex>14</dex>
<con>15</con>
<int>8</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)</text>
</trait>
<trait>
<name>Charge</name>
<text>If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.</text>
</trait>
<trait>
<name>Primal Bond</name>
<text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
</trait>
<action>
<name>Maul</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 2 slashing damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Beast of the Sea</name>
<size>M</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>5</hp>
<speed>walk 5 ft., swim 60 ft.</speed>
<str>14</str>
<dex>14</dex>
<con>15</con>
<int>8</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)</text>
</trait>
<trait>
<name>Amphibious</name>
<text>The beast can breathe both air and water.</text>
</trait>
<trait>
<name>Primal Bond</name>
<text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
</trait>
<action>
<name>Binding Strike</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 2 + PB piercing damage or 1d6 + 2 + PB bludgeoning damage (your choice), and the target is grappled (escape DC equal to your spellcasting save DC). Until this grapple ends, the beast can't use this attack on another target.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Beast of the Sky</name>
<size>S</size>
<type>beast</type>
<alignment>Neutral</alignment>
<ac>0</ac>
<hp>4</hp>
<speed>walk 10 ft., fly 60 ft.</speed>
<str>6</str>
<dex>16</dex>
<con>13</con>
<int>8</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)</text>
</trait>
<trait>
<name>Flyby</name>
<text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
</trait>
<trait>
<name>Primal Bond</name>
<text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
</trait>
<action>
<name>Shred</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d4 + 3 + PB slashing damage</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Bestial Spirit</name>
<size>S</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>20</hp>
<speed>walk 30 ft., climb 30 ft., fly 60 ft., swim 30 ft.</speed>
<str>18</str>
<dex>11</dex>
<con>16</con>
<int>4</int>
<wis>14</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>20 + 5 for each spell level above 2nd</text>
</trait>
<trait>
<name>Water Breathing (Water Only)</name>
<text>The beast can breathe only underwater.</text>
</trait>
<trait>
<name>Flyby (Air Only)</name>
<text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
</trait>
<trait>
<name>Pack Tactics (Land and Water Only)</name>
<text>The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The beast makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Maul</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level piercing damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Celestial Spirit</name>
<size>L</size>
<type>celestial</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>40</hp>
<speed>walk 30 ft., fly 40 ft.</speed>
<str>16</str>
<dex>14</dex>
<con>16</con>
<int>10</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>Celestial, understands the languages you speak</languages>
<cr></cr>
<resist>radiant</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>40 + 10 for each spell level above 5th</text>
</trait>
<action>
<name>Multiattack</name>
<text>The celestial makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Radiant Bow (Avenger Only)</name>
<text>Ranged Weapon Attack: {@hitYourSpellAttack} to hit, range 150/600 ft., one target. 2d6 + 2 + the spell's level radiant damage.</text>
</action>
<action>
<name>Radiant Mace (Defender Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.</text>
</action>
<action>
<name>Healing Touch (1/Day)</name>
<text>The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Construct Spirit</name>
<size>M</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>40</hp>
<speed>walk 30 ft.</speed>
<str>18</str>
<dex>10</dex>
<con>18</con>
<int>14</int>
<wis>11</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>40 + 15 for each spell level above 3rd</text>
</trait>
<trait>
<name>Heated Body (Metal Only)</name>
<text>A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.</text>
</trait>
<trait>
<name>Stony Lethargy (Stone Only)</name>
<text>When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The construct makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level bludgeoning damage.</text>
</action>
<reaction>
<name>Berserk Lashing (Clay Only)</name>
<text>When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.</text>
</reaction>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Dancing Item</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>10</hp>
<speed>walk 30 ft., fly 30 ft.</speed>
<str>18</str>
<dex>14</dex>
<con>16</con>
<int>4</int>
<wis>10</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, poisoned, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>10 + five times your bard level</text>
</trait>
<trait>
<name>Immutable Form</name>
<text>The item is immune to any spell or effect that would alter its form.</text>
</trait>
<trait>
<name>Irrepressible Dance</name>
<text>When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.</text>
</trait>
<action>
<name>Force-Empowered Slam</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. 1d10 + PB force damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Elemental Spirit</name>
<size>M</size>
<type>elemental</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>50</hp>
<speed>walk 40 ft., fly 40 ft., burrow 40 ft., swim 40 ft.</speed>
<str>18</str>
<dex>15</dex>
<con>17</con>
<int>4</int>
<wis>10</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Primordial, understands the languages you speak</languages>
<cr></cr>
<resist>lightning, thunder (air only), piercing; piercing, slashing (earth only); acid (water only)</resist>
<immune>poison; fire (fire only)</immune>
<vulnerable></vulnerable>
<conditionImmune>exhaustion, paralyzed, petrified, poisoned, unconscious</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>50 + 10 for each spell level above 4th</text>
</trait>
<trait>
<name>Amorphous Form (Air, Fire, and Water Only)</name>
<text>The elemental can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elemental makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 4 + the spell's level bludgeoning damage</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Fey Spirit</name>
<size>S</size>
<type>fey</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>30</hp>
<speed>walk 40 ft.</speed>
<str>13</str>
<dex>16</dex>
<con>14</con>
<int>14</int>
<wis>11</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Sylvan, understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>30 + 10 for each spell level above 3rd</text>
</trait>
<action>
<name>Multiattack</name>
<text>The fey makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Fiendish Spirit</name>
<size>L</size>
<type>fiend</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>50</hp>
<speed>walk 40 ft., climb 40 ft., fly 60 ft.</speed>
<str>13</str>
<dex>16</dex>
<con>15</con>
<int>10</int>
<wis>10</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Abyssal, Infernal, telepathy 60 ft.</languages>
<cr></cr>
<resist>fire</resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>50 + 15 for each spell level above 6th</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The fiend has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Death Throes (Demon Only)</name>
<text>When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.</text>
</trait>
<trait>
<name>Devil's Sight (Devil Only)</name>
<text>Magical darkness doesn't impede the fiend's darkvision.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The fiend makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Bite (Demon Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d12 + 3 + the spell's level necrotic damage.</text>
</action>
<action>
<name>Claws (Yugoloth Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.</text>
</action>
<action>
<name>Hurl Flame (Devil Only)</name>
<text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one target. 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Juvenile Mimic</name>
<size>T</size>
<type>monstrosity (shapechanger)</type>
<alignment>Unaligned</alignment>
<ac>11</ac>
<hp>7 (2d4+2)</hp>
<speed>walk 10 ft., climb 10 ft.</speed>
<str>1</str>
<dex>12</dex>
<con>13</con>
<int>10</int>
<wis>13</wis>
<cha>10</cha>
<save></save>
<skill>Stealth +3</skill>
<passive>11</passive>
<languages>Common, Undercommon, telepathy 120 ft.</languages>
<cr></cr>
<resist></resist>
<immune>acid</immune>
<vulnerable></vulnerable>
<conditionImmune>prone</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>False Appearance (Object Form Only)</name>
<text>While the mimic remains motionless, it is indistinguishable from an ordinary object.</text>
</trait>
<trait>
<name>Spider Climb</name>
<text>The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 1 piercing damage plus 2 (1d4) acid damage.</text>
<attack>Bite|+3|1d4</attack>
</action>
<action>
<name>Shape-Shift</name>
<text>The mimic polymorphs into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Mighty Servant of Leuk-o</name>
<size>H</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>22 (natural armor)</ac>
<hp>310 (27d12+135)</hp>
<speed>walk 60 ft.</speed>
<str>30</str>
<dex>14</dex>
<con>20</con>
<int>1</int>
<wis>14</wis>
<cha>10</cha>
<save>Wis +9, Cha +7</save>
<skill>Perception +9</skill>
<passive>19</passive>
<languages>understands the languages of creatures attuned to it but can't speak</languages>
<cr></cr>
<resist>piercing, slashing</resist>
<immune>acid, bludgeoning, cold, fire, lightning, necrotic, poison, psychic, radiant</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Immutable Existence</name>
<text>The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The servant has advantage on saving throws against spells and other magical effects, and spell attacks made against it have disadvantage.</text>
</trait>
<trait>
<name>Regeneration</name>
<text>The servant regains 10 hit points at the start of its turn. If it is reduced to 0 hit points, this trait doesn't function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.</text>
</trait>
<trait>
<name>Standing Leap</name>
<text>The servant's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.</text>
</trait>
<trait>
<name>Unusual Nature</name>
<text>The servant doesn't require air, food, drink, or sleep.</text>
</trait>
<action>
<name>Destructive Fist</name>
<text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 36 (4d12 + 10) force damage. Or Ranged Weapon Attack: +17 to hit, range 120 ft., one target. 36 (4d12 + 10) force damage. If the target is an object, it takes triple damage. If the target is an object, it takes triple damage.</text>
<attack>Destructive Fist|+17|4d12+10</attack>
<attack>Destructive Fist|+17|4d12+10</attack>
</action>
<action>
<name>Crushing Leap</name>
<text>If the servant jumps at least 25 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the servant and must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.</text>
<attack>Crushing Leap||4d12</attack>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Reflection</name>
<size>M</size>
<type>undead</type>
<alignment>Chaotic Evil</alignment>
<ac>12</ac>
<hp>16 (3d8+3)</hp>
<speed>walk 40 ft.</speed>
<str>6</str>
<dex>14</dex>
<con>13</con>
<int>6</int>
<wis>10</wis>
<cha>8</cha>
<save></save>
<skill>Stealth +4</skill>
<passive>10</passive>
<languages></languages>
<cr>1/2</cr>
<resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>necrotic, poison</immune>
<vulnerable>radiant</vulnerable>
<conditionImmune>exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Amorphous</name>
<text>The reflection can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<trait>
<name>Shadow Stealth</name>
<text>While in dim light or darkness, the reflection can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.</text>
</trait>
<trait>
<name>Sunlight Weakness</name>
<text>While in sunlight, the reflection has disadvantage on attack rolls, ability checks, and saving throws.</text>
</trait>
<action>
<name>Strength Drain</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.</text>
<attack>Strength Drain|+4|2d6+2</attack>
<text>If a non-evil humanoid dies from this attack, a new reflection rises from the corpse 1d4 hours later.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment>underdark, urban</environment>
</monster>
<monster>
<name>Shadow Spirit</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>35</hp>
<speed>walk 40 ft.</speed>
<str>13</str>
<dex>16</dex>
<con>15</con>
<int>4</int>
<wis>10</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist>necrotic</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Hit Points</name>
<text>35 + 15 for each spell level above 3rd</text>
</trait>
<trait>
<name>Terror Frenzy (Fury Only)</name>
<text>The spirit has advantage on attack rolls against frightened creatures.</text>
</trait>
<trait>
<name>Weight of Sorrow (Despair Only)</name>
<text>Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The spirit makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Chilling Rend</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d12 + 3 + the spell's level cold damage.</text>
</action>
<action>
<name>Dreadful Scream (1/Day)</name>
<text>The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Undead Spirit</name>
<size>M</size>
<type>undead</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>30</hp>
<speed>walk 30 ft., fly 40 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>15</con>
<int>4</int>
<wis>10</wis>
<cha>9</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>necrotic, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>exhaustion, frightened, paralyzed, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>30 + 10 for each spell level above 3rd</text>
</trait>
<trait>
<name>Incorporeal Passage (Ghostly Only)</name>
<text>The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.</text>
</trait>
<trait>
<name>Festering Aura (Putrid Only)</name>
<text>Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The spirit makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Deathly Touch (Ghostly Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one creature. 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.</text>
</action>
<action>
<name>Grave Bolt (Skeletal Only)</name>
<text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one target. 2d4 + 3 + the spell's level necrotic damage.</text>
</action>
<action>
<name>Rotting Claw (Putrid Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC be paralyzed until the end of its next turn.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Wildfire Spirit</name>
<size>S</size>
<type>elemental</type>
<alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac>
<hp>5</hp>
<speed>walk 30 ft., fly 30 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>14</con>
<int>13</int>
<wis>15</wis>
<cha>11</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>fire</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, grappled, prone, restrained</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>5 + five times your druid level</text>
</trait>
<trait>
<name>Appearance</name>
<text>Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC Player Dexterity saving throw or take 2d6 fire damage.</text>
</trait>
<action>
<name>Dodge</name>
<text>On its turn, unless otherwise commanded, the Spirit takes the dodge action.</text>
</action>
<action>
<name>Flame Seed</name>
<text>Ranged Weapon Attack: {@hitYourSpellAttack} to hit, range 60 ft., one target you can see. 1d6 + PB fire damage.</text>
</action>
<action>
<name>Fiery Teleportation</name>
<text>The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
</compendium>

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@@ -0,0 +1,865 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Artificer</name>
<hd>8</hd>
<proficiency>Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand</proficiency>
<numSkills>2</numSkills>
<spellAbility>Intelligence</spellAbility>
<autolevel level="1">
<feature optional="YES">
<name>Starting Artificer</name>
<text>As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points.</text>
<text></text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>• Armor: light, medium, shields</text>
<text>• Weapons: simple</text>
<text>• Tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice</text>
<text>• Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand</text>
<text></text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>• any two simple weapons of your choice</text>
<text>• a light crossbow and crossbow bolts (20)</text>
<text>• (a) studded leather armor or (b) scale mail</text>
<text>• thieves' tools and a dungeoneer's pack</text>
<text></text>
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Artificer</name>
<text>To multiclass as a Artificer, you must meet the following prerequisites:</text>
<text>• Intelligence 13</text>
<text></text>
<text>You gain the following proficiencies:</text>
<text>• Armor: light, medium, shields</text>
<text>• Weapons: none</text>
<text>• Tools: none</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<armor>light, medium, shields</armor>
<weapons>simple</weapons>
<tools>thieves' tools, tinker's tools, one type of artisan's tools of your choice</tools>
<wealth>5d4x10</wealth>
<autolevel level="1">
<slots>2, 2</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Optional Rule: Firearm Proficiency</name>
<text>The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&amp;D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Magical Tinkering</name>
<text>At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:</text>
<text>• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</text>
<text>• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.</text>
<text>• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.</text>
<text>• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.</text>
<text>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.</text>
<text>You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Spellcasting</name>
<text>You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.</text>
<text></text>
<text>Tools Required:</text>
<text> You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tools—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.</text>
<text> After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.</text>
<text></text>
<text>The Magic of Artifice:</text>
<text> As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.</text>
<text> The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.</text>
<text> Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.</text>
<text></text>
<text>Cantrips (0-Level Spells):</text>
<text> At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.</text>
<text> When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.</text>
<text></text>
<text>Preparing and Casting Spells:</text>
<text> The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</text>
<text> You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.</text>
<text> For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.</text>
<text> You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.</text>
<text></text>
<text>Spellcasting Ability:</text>
<text> Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.</text>
<text></text>
<text>Ritual Casting:</text>
<text> You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>2, 2</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Infuse Item</name>
<text>At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.</text>
<text></text>
<text>Artificer Infusions:</text>
<text> Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.</text>
<text> The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.</text>
<text> Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.</text>
<text> Unless an infusion's description says otherwise, you can't learn an infusion more than once.</text>
<text></text>
<text>Infusing an Item:</text>
<text> Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).</text>
<text> Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.</text>
<text> You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.</text>
<text> If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>2, 3</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Artificer Specialist</name>
<text>At 3rd level, you choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artificer Specialist: Alchemist</name>
<text>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemist: Alchemist Spells</name>
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text></text>
<text>Alchemist Spells</text>
<text>Artificer Level | Spell</text>
<text>3rd | healing word, ray of sickness</text>
<text>5th | flaming sphere, Melf's acid arrow</text>
<text>9th | gaseous form, mass healing word</text>
<text>13th | blight, death ward</text>
<text>17th | cloudkill, raise dead</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemist: Experimental Elixir</name>
<text>Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.</text>
<text>Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.</text>
<text>When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.</text>
<text>You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.</text>
<text></text>
<text>Experimental Elixir</text>
<text>d6 | Effect</text>
<text>1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.</text>
<text>2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.</text>
<text>3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes.</text>
<text>4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.</text>
<text>5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.</text>
<text>6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemist: Tool Proficiency</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemist: Extra Alchemical Formula</name>
<text>At 3rd level, you learn an additional Alchemical Formula.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artificer Specialist: Alchemist</name>
<text>An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemist: Alchemical Homunculus</name>
<text>At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.</text>
<text>Whenever you finish a long rest and your alchemist's supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.</text>
<text>The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Alchemical Homunculus stat block. You determine the homunculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.</text>
<text>In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.</text>
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemist: Alchemist Spells</name>
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text></text>
<text>Alchemist Spells</text>
<text>Artificer Level | Spell</text>
<text>3rd | purify food and drink, ray of sickness</text>
<text>5th | Melf's acid arrow, web</text>
<text>9th | create food and water, stinking cloud</text>
<text>13th | blight, death ward</text>
<text>17th | cloudkill, raise dead</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemist: Tools of the Trade</name>
<text>By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.</text>
<text></text>
<text>Proficiencies</text>
<text> You gain proficiency with alchemist's supplies and the herbalism kit, assuming you don't already have them. You also gain alchemist's supplies and an herbalism kit for free—the result of tinkering you've done as you've prepared for this specialization.</text>
<text></text>
<text>Crafting</text>
<text> If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artificer Specialist: Armorer</name>
<text>An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Armorer: Arcane Armor</name>
<text>3rd-level Armorer feature</text>
<text>Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.</text>
<text>You gain the following benefits while wearing this armor:</text>
<text>• If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.</text>
<text>• You can use the arcane armor as a spellcasting focus for your artificer spells.</text>
<text>• The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.</text>
<text>• You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Armorer: Armor Model</name>
<text>3rd-level Armorer feature</text>
<text>You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.</text>
<text>Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.</text>
<text>You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.</text>
<name>Armorer: Guardian</name>
<text> You design your armor to be in the front line of conflict. It has the following features:</text>
<text></text>
<text> Thunder Gauntlets.</text>
<text>• Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.</text>
<text> Defensive Field.</text>
<text>• As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<name>Armorer: Infiltrator</name>
<text> You customize your armor for subtle undertakings. It has the following features:</text>
<text></text>
<text> Lightning Launcher.</text>
<text>• A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.</text>
<text> Powered Steps.</text>
<text>• Your walking speed increases by 5 feet.</text>
<text> Dampening Field.</text>
<text>• You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.</text>
<text></text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Armorer: Armorer Spells</name>
<text>3rd-level Armorer feature</text>
<text>You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text></text>
<text>Armorer Spells</text>
<text>Artificer Level | Spell</text>
<text>3rd | magic missile, thunderwave</text>
<text>5th | mirror image, shatter</text>
<text>9th | hypnotic pattern, lightning bolt</text>
<text>13th | fire shield, greater invisibility</text>
<text>17th | passwall, wall of force</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Armorer: Tools of the Trade</name>
<text>3rd-level Armorer feature</text>
<text>You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artificer Specialist: Artillerist</name>
<text>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.</text>
<text>The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artillerist: Artillerist Spells</name>
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text></text>
<text>Artillerist Spells</text>
<text>Artificer Level | Spell</text>
<text>3rd | shield, thunderwave</text>
<text>5th | scorching ray, shatter</text>
<text>9th | fireball, wind wall</text>
<text>13th | ice storm, wall of fire</text>
<text>17th | cone of cold, wall of force</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artillerist: Eldritch Cannon</name>
<text>At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.</text>
<text>Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.</text>
<text>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.</text>
<text>When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.</text>
<text></text>
<text>Eldritch Cannons</text>
<text>Cannon | Activation</text>
<text>Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.</text>
<text>Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.</text>
<text>Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artillerist: Tool Proficiency</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artificer Specialist: Artillerist</name>
<text>An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artillerist: Arcane Turret</name>
<text>At 3rd level, you learn how to create a magical turret. With your smith's tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.</text>
<text>The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.</text>
<text>When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.</text>
<text>You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears.</text>
<text>As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.</text>
<text></text>
<text>Arcane Turrets</text>
<text>Turret | Activation</text>
<text>Flamethrower | The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.</text>
<text>Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.</text>
<text>Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artillerist: Artillerist Spells</name>
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text></text>
<text>Artillerist Spells</text>
<text>Artificer Level | Spell</text>
<text>3rd | shield, thunderwave</text>
<text>5th | scorching ray, shatter</text>
<text>9th | fireball, wind wall</text>
<text>13th | ice storm, wall of fire</text>
<text>17th | cone of cold, wall of force</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artillerist: Tools of the Trade</name>
<text>By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.</text>
<name>Artillerist: Proficiencies</name>
<text> You gain proficiency with smith's tools and woodcarver's tools, assuming you don't already have them. You also gain those tools for free—the result of tinkering you've done as you've prepared for this specialization.</text>
<text> In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you've carved in your spare time.</text>
<name>Artillerist: Crafting</name>
<text> If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artificer Specialist: Battle Smith</name>
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.</text>
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Smith: Battle Ready</name>
<text>When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:</text>
<text>• You gain proficiency with martial weapons.</text>
<text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Smith: Battle Smith Spells</name>
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text></text>
<text>Battle Smith Spells</text>
<text>Artificer Level | Spell</text>
<text>3rd | heroism, shield</text>
<text>5th | branding smite, warding bond</text>
<text>9th | aura of vitality, conjure barrage</text>
<text>13th | aura of purity, fire shield</text>
<text>17th | banishing smite, mass cure wounds</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Smith: Steel Defender</name>
<text>By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.</text>
<text>In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.</text>
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.</text>
<text>At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Smith: Tool Proficiency</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artificer Specialist: Battle Smith</name>
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.</text>
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Smith: Battle Ready</name>
<text>When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:</text>
<text>• You gain proficiency with martial weapons.</text>
<text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Smith: Battle Smith Spells</name>
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text></text>
<text>Battle Smith Spells</text>
<text>Artificer Level | Spell</text>
<text>3rd | heroism, searing smite</text>
<text>5th | branding smite, warding bond</text>
<text>9th | aura of vitality, blinding smite</text>
<text>13th | aura of purity, staggering smite</text>
<text>17th | banishing smite, mass cure wounds</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Smith: Iron Defender</name>
<text>By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the iron defender stat block.</text>
<text>In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.</text>
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.</text>
<text>At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Smith: Tools of the Trade</name>
<text>By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.</text>
<name>Battle Smith: Proficiencies</name>
<text> You gain proficiency with leatherworker's tools and smith's tools, assuming you don't already have them. You also gain leatherworker's tools and smith's tools for free—the result of tinkering you've done as you've prepared for this specialization.</text>
<name>Battle Smith: Crafting</name>
<text> If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>The Right Tool for the Job</name>
<text>At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="4">
<slots>2, 3</slots>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>2, 4, 2</slots>
</autolevel>
<autolevel level="5">
<feature>
<name>Artificer Specialist Feature</name>
<text>At 5th level, you gain a feature granted by your Artificer Specialist choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Alchemist: Alchemical Savant</name>
<text>At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Armorer: Extra Attack</name>
<text>5th-level Armorer feature</text>
<text>You can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Artillerist: Arcane Firearm</name>
<text>At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.</text>
<text>You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Battle Smith: Extra Attack</name>
<text>Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>2, 4, 2</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Tool Expertise</name>
<text>Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>2, 4, 3</slots>
</autolevel>
<autolevel level="7">
<feature>
<name>Flash of Genius</name>
<text>Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.</text>
<text>You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="8">
<slots>2, 4, 3</slots>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>2, 4, 3, 2</slots>
</autolevel>
<autolevel level="9">
<feature>
<name>Artificer Specialist Feature</name>
<text>At 9th level, you gain a feature granted by your Artificer Specialist choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Alchemist: Restorative Reagents</name>
<text>Starting at 9th level, you can incorporate restorative reagents into some of your works:</text>
<text>• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).</text>
<text>• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Alchemist: Extra Alchemical Formula</name>
<text>At 9th level, you learn an additional Alchemical Formula.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Armorer: Armor Modifications</name>
<text>9th-level Armorer feature</text>
<text>You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Artillerist: Explosive Cannon</name>
<text>Starting at 9th level, every eldritch cannon you create is more destructive:</text>
<text>• The cannon's damage rolls all increase by 1d8.</text>
<text>• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Battle Smith: Arcane Jolt</name>
<text>At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:</text>
<text>• The target takes an extra 2d6 force damage.</text>
<text>• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.</text>
<text>You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="10">
<slots>3, 4, 3, 2</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Magic Item Adept</name>
<text>When you reach 10th level, you achieve a profound understanding of how to use and make magic items:</text>
<text>• You can attune to up to four magic items at once.</text>
<text>• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>3, 4, 3, 3</slots>
</autolevel>
<autolevel level="11">
<feature>
<name>Spell-Storing Item</name>
<text>At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).</text>
<text>While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="12">
<slots>3, 4, 3, 3</slots>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>3, 4, 3, 3, 1</slots>
</autolevel>
<autolevel level="14">
<slots>4, 4, 3, 3, 1</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Magic Item Savant</name>
<text>At 14th level, your skill with magic items deepens more:</text>
<text>• You can attune to up to five magic items at once.</text>
<text>• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>4, 4, 3, 3, 2</slots>
</autolevel>
<autolevel level="15">
<feature>
<name>Artificer Specialist Feature</name>
<text>At 15th level, you gain a feature granted by your Artificer Specialist choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Alchemist: Chemical Mastery</name>
<text>By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:</text>
<text>• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.</text>
<text>• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Armorer: Perfected Armor</name>
<text>15th-level Armorer feature</text>
<text>Your Arcane Armor gains additional benefits based on its model, as shown below.</text>
<name>Armorer: Guardian</name>
<text> When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.</text>
<text> You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</text>
<name>Armorer: Infiltrator</name>
<text> Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Artillerist: Fortified Position</name>
<text>Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:</text>
<text>• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.</text>
<text>• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 17</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Battle Smith: Improved Defender</name>
<text>At 15th level, your Arcane Jolt and steel defender become more powerful:</text>
<text>• The extra damage and the healing of your Arcane Jolt both increase to 4d6.</text>
<text>• Your steel defender gains a +2 bonus to Armor Class.</text>
<text>• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="16">
<slots>4, 4, 3, 3, 2</slots>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>4, 4, 3, 3, 3, 1</slots>
</autolevel>
<autolevel level="18">
<slots>4, 4, 3, 3, 3, 1</slots>
</autolevel>
<autolevel level="18">
<feature>
<name>Magic Item Master</name>
<text>Starting at 18th level, you can attune to up to six magic items at once.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="19">
<slots>4, 4, 3, 3, 3, 2</slots>
</autolevel>
<autolevel level="19" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>4, 4, 3, 3, 3, 2</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Soul of Artifice</name>
<text>At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:</text>
<text>• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text>
<text>• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 9</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,163 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Barbarian</name>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Beast</name>
<text>Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.</text>
<text>Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.</text>
<text></text>
<text>Origin of the Beast</text>
<text>d4 | Origin</text>
<text>1 | One of your parents is a lycanthrope, and you've inherited some of their curse.</text>
<text>2 | You are descended from an archdruid and inherited the ability to partially change shape.</text>
<text>3 | A fey spirit gifted you with the ability to adopt different bestial aspects.</text>
<text>4 | An ancient animal spirit dwells within you, allowing you to walk this path.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 24</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Beast: Form of the Beast</name>
<text>3rd-level Path of the Beast feature</text>
<text>When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.</text>
<text>You choose the weapon's form each time you rage:</text>
<text></text>
<text> Bite.</text>
<text>• Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.</text>
<text> Claws.</text>
<text>• Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.</text>
<text> Tail.</text>
<text>• You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.</text>
<text></text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 24</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of Wild Magic</name>
<text>Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 25</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of Wild Magic: Magic Awareness</name>
<text>3rd-level Path of Wild Magic feature</text>
<text>As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 25</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of Wild Magic: Wild Surge</name>
<text>3rd-level Path of Wild Magic feature</text>
<text>The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.</text>
<text>If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.</text>
<text></text>
<text>Wild Magic</text>
<text>d8 | Magical Effect</text>
<text>1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.</text>
<text>2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.</text>
<text>3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.</text>
<text>4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.</text>
<text>5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.</text>
<text>6 | Until your rage ends, you are surrounded by multi colored, protective lights. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.</text>
<text>7 | Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.</text>
<text>8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 25</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Primal Knowledge</name>
<text>3rd-level barbarian optional class features</text>
<text>When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 24</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Beast: Bestial Soul</name>
<text>6th-level Path of the Beast feature</text>
<text>The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
<text>You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:</text>
<text>• You gain a swimming speed equal to your walking speed, and you can breathe underwater.</text>
<text>• You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
<text>• When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 24</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of Wild Magic: Bolstering Magic</name>
<text>6th-level Path of Wild Magic feature</text>
<text>You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:</text>
<text>• For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.</text>
<text>• Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.</text>
<text>You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 25</text>
</feature>
</autolevel>
<autolevel level="7">
<feature>
<name>Instinctive Pounce</name>
<text>7th-level barbarian optional class features</text>
<text>As part of the bonus action you take to enter your rage, you can move up to half your speed.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 24</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of the Beast: Infectious Fury</name>
<text>10th-level Path of the Beast feature</text>
<text>When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):</text>
<text>• The target must use its reaction to make a melee attack against another creature of your choice that you can see.</text>
<text>• The target takes 2d12 psychic damage.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 24</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of Wild Magic: Unstable Backlash</name>
<text>10th-level Path of Wild Magic feature</text>
<text>When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 25</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Beast: Call the Hunt</name>
<text>14th-level Path of the Beast feature</text>
<text>The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).</text>
<text>You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 24</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of Wild Magic: Controlled Surge</name>
<text>14th-level Path of Wild Magic feature</text>
<text>Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 25</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Bard</name>
<autolevel level="2">
<feature>
<name>Magical Inspiration</name>
<text>2nd-level bard optional class features</text>
<text>If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 27</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Eloquence</name>
<text>Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 29</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Eloquence: Silver Tongue</name>
<text>3rd-level College of Eloquence feature</text>
<text>You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 29</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Eloquence: Unsettling Words</name>
<text>3rd-level College of Eloquence feature</text>
<text>You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 29</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Bardic Versatility</name>
<text>4th-level bard optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:</text>
<text>• Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.</text>
<text>• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 27</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Eloquence: Unfailing Inspiration</name>
<text>6th-level College of Eloquence feature</text>
<text>Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 29</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Eloquence: Universal Speech</name>
<text>6th-level College of Eloquence feature</text>
<text>You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 29</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>College of Eloquence: Infectious Inspiration</name>
<text>14th-level College of Eloquence feature</text>
<text>When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.</text>
<text>You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 29</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: Order Domain</name>
<text>The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.</text>
<text>The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.</text>
<text>Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Order Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | command, heroism</text>
<text>3rd | hold person, zone of truth</text>
<text>5th | mass healing word, slow</text>
<text>7th | compulsion, locate creature</text>
<text>9th | commune, dominate person</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Order Domain: Bonus Proficiencies</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Order Domain: Voice of Authority</name>
<text>Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.</text>
<text>If the spell targets more than one ally, you choose the ally who can make the attack.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Peace Domain</name>
<text>The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.</text>
<text>Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.</text>
<text></text>
<text>Peace Deities</text>
<text>Example Deity | Pantheon</text>
<text>Angharradh | Elven</text>
<text>Berronar Truesilver | Dwarven</text>
<text>Boldrei | Eberron</text>
<text>Cyrrollalee | Halfling</text>
<text>Eldath | Forgotten Realms</text>
<text>Gaerdal | Ironhand Gnomish</text>
<text>Paladine | Dragonlance</text>
<text>Rao | Greyhawk</text>
<name>Peace Domain: Domain Spells</name>
<text> 1st-level Peace Domain feature</text>
<text> You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.</text>
<text></text>
<text>Peace Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | heroism, sanctuary</text>
<text>3rd | aid, warding bond</text>
<text>5th | beacon of hope, sending</text>
<text>7th | aura of purity, Otiluke's resilient sphere</text>
<text>9th | greater restoration, Rary's telepathic bond</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 32</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Peace Domain: Emboldening Bond</name>
<text>1st-level Peace Domain feature</text>
<text>You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 32</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Peace Domain: Implement of Peace</name>
<text>1st-level Peace Domain feature</text>
<text>You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 32</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Twilight Domain</name>
<text>The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.</text>
<text>Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.</text>
<text></text>
<text>Twilight Deities</text>
<text>Example Deity | Pantheon</text>
<text>Boldrei | Eberron</text>
<text>Celestian | Greyhawk</text>
<text>Dol Arrah | Eberron</text>
<text>Helm | Forgotten Realms</text>
<text>Ilmater | Forgotten Realms</text>
<text>Mishakal | Dragonlance</text>
<text>Selûne | Forgotten Realms</text>
<text>Yondalla | Halfling</text>
<name>Twilight Domain: Domain Spells</name>
<text> 1st-level Twilight Domain feature</text>
<text> You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.</text>
<text></text>
<text>Twilight Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | faerie fire, sleep</text>
<text>3rd | moonbeam, see invisibility</text>
<text>5th | aura of vitality, Leomund's tiny hut</text>
<text>7th | aura of life, greater invisibility</text>
<text>9th | circle of power, mislead</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Twilight Domain: Bonus Proficiencies</name>
<text>1st-level Twilight Domain feature</text>
<text>You gain proficiency with martial weapons and heavy armor.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Twilight Domain: Eyes of Night</name>
<text>1st-level Twilight Domain feature</text>
<text>You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.</text>
<text>As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Twilight Domain: Vigilant Blessing</name>
<text>1st-level Twilight Domain feature</text>
<text>The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Channel Divinity: Harness Divine Power</name>
<text>2nd-level cleric optional class features</text>
<text>You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Order Domain: Channel Divinity: Order's Demand</name>
<text>Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.</text>
<text>As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Peace Domain: Channel Divinity: Balm of Peace</name>
<text>2nd-level Peace Domain feature</text>
<text>You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 32</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Twilight Domain: Channel Divinity: Twilight Sanctuary</name>
<text>2nd-level Twilight Domain feature</text>
<text>You can use your Channel Divinity to refresh your allies with soothing twilight.</text>
<text>As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:</text>
<text>• You grant it temporary hit points equal to 1d6 plus your cleric level.</text>
<text>• You end one effect on it causing it to be charmed or frightened.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Cantrip Versatility</name>
<text>4th-level cleric optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Order Domain: Embodiment of the Law</name>
<text>At 6th level, you become remarkably adept at channeling magical energy to compel others.</text>
<text>If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Peace Domain: Protective Bond</name>
<text>6th-level Peace Domain feature</text>
<text>The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 32</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Twilight Domain: Steps of Night</name>
<text>6th-level Twilight Domain feature</text>
<text>You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Order Domain: Blessed Strikes</name>
<text>8th-level cleric optional class features, which replaces the Divine Strike feature</text>
<text>You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Order Domain: Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Peace Domain: Blessed Strikes</name>
<text>8th-level cleric optional class features, which replaces the Potent Spellcasting feature</text>
<text>You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 32</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Peace Domain: Potent Spellcasting</name>
<text>8th-level Peace Domain feature</text>
<text>You add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 32</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Twilight Domain: Blessed Strikes</name>
<text>8th-level cleric optional class features, which replaces the Divine Strike feature</text>
<text>You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Twilight Domain: Divine Strike</name>
<text>8th-level Twilight Domain feature</text>
<text>You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Order Domain: Order's Wrath</name>
<text>Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Peace Domain: Expansive Bond</name>
<text>17th-level Peace Domain feature</text>
<text>The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 32</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Twilight Domain: Twilight Shroud</name>
<text>17th-level Twilight Domain feature</text>
<text>The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 34</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Druid</name>
<autolevel level="2">
<feature>
<name>Wild Companion</name>
<text>2nd-level druid optional class features</text>
<text>You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.</text>
<text>When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 35</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Spores</name>
<text>Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.</text>
<text>These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.</text>
<text>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 36</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Circle Spells</name>
<text>Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.</text>
<text>Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
<text></text>
<text>Circle of Spores Spells</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | blindness/deafness, gentle repose</text>
<text>5th | animate dead, gaseous form</text>
<text>7th | blight, confusion</text>
<text>9th | cloudkill, contagion</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 36</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Halo of Spores</name>
<text>Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 36</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Symbiotic Entity</name>
<text>At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:</text>
<text>• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.</text>
<text>• Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.</text>
<text>These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 36</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Stars</name>
<text>The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.</text>
<text>Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Stars: Star Map</name>
<text>2nd-level Circle of the Stars feature</text>
<text>You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.</text>
<text></text>
<text>Star Map</text>
<text>d6 | Map Form</text>
<text>1 | A scroll covered with depictions of constellations</text>
<text>2 | A stone tablet with fine holes drilled through it</text>
<text>3 | A speckled owlbear hide, tooled with raised marks</text>
<text>4 | A collection of maps bound in an ebony cover</text>
<text>5 | A crystal that projects starry patterns when placed before a light</text>
<text>6 | Glass disks that depict constellations</text>
<text>While holding this map, you have these benefits:</text>
<text>• You know the guidance cantrip.</text>
<text>• You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.</text>
<text>• You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Stars: Starry Form</name>
<text>2nd-level Circle of the Stars feature</text>
<text>As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.</text>
<text>While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.</text>
<text>Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:</text>
<name>Circle of Stars: Archer</name>
<text> A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.</text>
<name>Circle of Stars: Chalice</name>
<text> A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.</text>
<name>Circle of Stars: Dragon</name>
<text> A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Wildfire</name>
<text>Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 39</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Wildfire: Circle Spells</name>
<text>2nd-level Circle of Wildfire feature</text>
<text>You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.</text>
<text>Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
<text></text>
<text>Circle of Wildfire Spells</text>
<text>Druid Level | Circle Spells</text>
<text>2nd | burning hands, cure wounds</text>
<text>3rd | flaming sphere, scorching ray</text>
<text>5th | plant growth, revivify</text>
<text>7th | aura of life, fire shield</text>
<text>9th | flame strike, mass cure wounds</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 39</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Wildfire: Summon Wildfire Spirit</name>
<text>2nd-level Circle of Wildfire feature</text>
<text>You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.</text>
<text>The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.</text>
<text>The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.</text>
<text>In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.</text>
<text>The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 39</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Cantrip Versatility</name>
<text>4th-level druid optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 35</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Spores: Fungal Infestation</name>
<text>At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.</text>
<text>In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 36</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Stars: Cosmic Omen</name>
<text>6th-level Circle of the Stars feature</text>
<text>Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:</text>
<text></text>
<text> Weal (even).</text>
<text>• Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.</text>
<text> Woe (odd).</text>
<text>• Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.</text>
<text></text>
<text>You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Wildfire: Enhanced Bond</name>
<text>6th-level Circle of Wildfire feature</text>
<text>The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.</text>
<text>In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 39</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of Spores: Spreading Spores</name>
<text>At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.</text>
<text>Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.</text>
<text>While the cube of spores persists, you can't use your Halo of Spores reaction.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 36</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of Stars: Twinkling Constellations</name>
<text>10th-level Circle of the Stars feature</text>
<text>The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.</text>
<text>Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of Wildfire: Cauterizing Flames</name>
<text>10th-level Circle of Wildfire feature</text>
<text>You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.</text>
<text>You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 39</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of Spores: Fungal Body</name>
<text>At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 36</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of Stars: Full of Stars</name>
<text>14th-level Circle of the Stars feature</text>
<text>While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of Wildfire: Blazing Revival</name>
<text>14th-level Circle of Wildfire feature</text>
<text>The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 39</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="1">
<feature optional="YES">
<name>Fighting Style: Blind Fighting</name>
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Interception</name>
<text>When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Superior Technique</name>
<text>You learn one maneuver of your choice from among those available to the fighter archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).</text>
<text>You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Thrown Weapon Fighting</name>
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text>
<text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Unarmed Fighting</name>
<text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.</text>
<text>At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Psi Warrior</name>
<text>Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.</text>
<text>As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Psi Warrior: Psionic Power</name>
<text>3rd-level Psi Warrior feature</text>
<text>You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.</text>
<text>Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.</text>
<text>When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
<text>The powers below use your Psionic Energy dice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Psi Warrior: Protective Field</name>
<text>When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Psi Warrior: Psionic Strike</name>
<text>You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Psi Warrior: Telekinetic Movement</name>
<text>You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Rune Knight</name>
<text>Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 44</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Rune Knight: Bonus Proficiencies</name>
<text>3rd-level Rune Knight feature</text>
<text>You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 44</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Rune Knight: Giant's Might</name>
<text>3rd-level Rune Knight feature</text>
<text>You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:</text>
<text>• If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.</text>
<text>• You have advantage on Strength checks and Strength saving throws.</text>
<text>• Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 44</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Rune Knight: Rune Carver</name>
<text>3rd-level Rune Knight feature</text>
<text>You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.</text>
<text>Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.</text>
<text></text>
<text>Runes Known</text>
<text>Fighter Level | Number of Runes</text>
<text>3rd | 2</text>
<text>7th | 3</text>
<text>10th | 4</text>
<text>15th | 5</text>
<text>The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.</text>
<name>Rune Knight: Cloud Rune</name>
<text> This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.</text>
<text> In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Fire Rune</name>
<text> This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
<text> In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Frost Rune</name>
<text> This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.</text>
<text> In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Stone Rune</name>
<text> This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.</text>
<text> In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Hill Rune (7th Level or Higher)</name>
<text> This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.</text>
<text> In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Storm Rune (7th Level or Higher)</name>
<text> Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.</text>
<text> In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 44</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Martial Versatility</name>
<text>4th-level fighter optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:</text>
<text>• Replace a fighting style you know with another fighting style available to fighters.</text>
<text>• If you know any maneuvers from the fighter archetype, you can replace one maneuver you know with a different maneuver.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Psi Warrior: Telekinetic Adept</name>
<text>7th-level Psi Warrior feature</text>
<text>You have mastered new ways to use your telekinetic abilities, detailed below.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Psi Warrior: Psi-Powered Leap.</name>
<text>As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Psi Warrior: Telekinetic Thrust.</name>
<text>When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Rune Knight: Runic Shield</name>
<text>7th-level Rune Knight feature</text>
<text>You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 44</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Psi Warrior: Guarded Mind</name>
<text>10th-level Psi Warrior feature</text>
<text>The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Rune Knight: Great Stature</name>
<text>10th-level Rune Knight feature</text>
<text>The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.</text>
<text>Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 44</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Psi Warrior: Bulwark of Force</name>
<text>15th-level Psi Warrior feature</text>
<text>You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.</text>
<text>Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Rune Knight: Master of Runes</name>
<text>15th-level Rune Knight feature</text>
<text>You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 44</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Psi Warrior: Telekinetic Master</name>
<text>18th-level Psi Warrior feature</text>
<text>Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.</text>
<text>Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Rune Knight: Runic Juggernaut</name>
<text>18th-level Rune Knight feature</text>
<text>You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 44</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="2">
<feature>
<name>Dedicated Weapon</name>
<text>2nd-level monk optional class features</text>
<text>You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.</text>
<text>The chosen weapon must meet these criteria:</text>
<text>• The weapon must be a simple or martial weapon.</text>
<text>• You must be proficient with it.</text>
<text>• It must lack the heavy and special properties.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of Mercy</name>
<text>Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.</text>
<text>Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.</text>
<text>The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 49</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of Mercy: Hand of Harm</name>
<text>3rd-level Way of Mercy feature</text>
<text>You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 49</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of Mercy: Hand of Healing</name>
<text>3rd-level Way of Mercy feature</text>
<text>Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.</text>
<text>When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 49</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of Mercy: Implements of Mercy</name>
<text>3rd-level Way of Mercy feature</text>
<text>You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.</text>
<text>You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.</text>
<text></text>
<text>Merciful Mask</text>
<text>d6 | Mask Appearance</text>
<text>1 | Raven</text>
<text>2 | Blank and white</text>
<text>3 | Crying visage</text>
<text>4 | Laughing visage</text>
<text>5 | Skull</text>
<text>6 | Butterfly</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 49</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of the Astral Self</name>
<text>A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their rue selves in service to the mighty.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Astral Self: Arms of the Astral Self</name>
<text>3rd-level Way of the Astral Self feature</text>
<text>Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.</text>
<text>For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.</text>
<text>While the spectral arms are present, you gain the following benefits:</text>
<text>• You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.</text>
<text>• You can use the spectral arms to make unarmed strikes.</text>
<text>• When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.</text>
<text>• The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Astral Self: Forms of Your Astral Self</name>
<text>The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.</text>
<text>When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Ki-Fueled Attack</name>
<text>3rd-level monk optional class features</text>
<text>If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Quickened Healing</name>
<text>4th-level monk optional class features</text>
<text>As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Focused Aim</name>
<text>5th-level monk optional class features</text>
<text>When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of Mercy: Physician's Touch</name>
<text>6th-level Way of Mercy feature</text>
<text>You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.</text>
<text>When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.</text>
<text>When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 49</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Astral Self: Visage of the Astral Self</name>
<text>6th-level Way of the Astral Self feature</text>
<text>You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.</text>
<text>The spectral visage covers your face like a helmet or mask. You determine its appearance.</text>
<text>While the spectral visage is present, you gain the following benefits.</text>
<name>Way of the Astral Self: Astral Sight</name>
<text> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</text>
<name>Way of the Astral Self: Wisdom of the Spirit</name>
<text> You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.</text>
<name>Way of the Astral Self: Word of the Spirit</name>
<text> When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of Mercy: Flurry of Healing and Harm</name>
<text>11th-level Way of Mercy feature</text>
<text>You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.</text>
<text>In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 49</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of the Astral Self: Body of the Astral Self</name>
<text>11th-level Way of the Astral Self feature</text>
<text>When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.</text>
<text>While the spectral body is present, you gain the following benefits.</text>
<name>Way of the Astral Self: Deflect Energy</name>
<text> When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).</text>
<name>Way of the Astral Self: Empowered Arms</name>
<text> Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of Mercy: Hand of Ultimate Mercy</name>
<text>17th-level Way of Mercy feature</text>
<text>Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 49</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of the Astral Self: Awakened Astral Self</name>
<text>17th-level Way of the Astral Self feature</text>
<text>Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.</text>
<text>While your astral self is awakened, you gain the following benefits.</text>
<name>Way of the Astral Self: Armor of the Spirit</name>
<text> You gain a +2 bonus to Armor Class.</text>
<name>Way of the Astral Self: Astral Barrage</name>
<text> Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 50</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="2">
<feature optional="YES">
<name>Fighting Style: Blessed Warrior</name>
<text>You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 82</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Blind Fighting</name>
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 82</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Interception</name>
<text>When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 82</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Sacred Oath: Oath of Glory</name>
<text>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Channel Divinity</name>
<text>3rd-level Oath of Glory feature</text>
<text>You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Oath Spells</name>
<text>3rd-level Oath of Glory feature</text>
<text>You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.</text>
<text></text>
<text>Oath of Glory Spells</text>
<text>Paladin Level | Spells</text>
<text>3rd | guiding bolt, heroism</text>
<text>5th | enhance ability, magic weapon</text>
<text>9th | haste, protection from energy</text>
<text>13th | compulsion, freedom of movement</text>
<text>17th | commune, flame strike</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Tenets of Glory</name>
<text>The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.</text>
<text></text>
<text>Actions over Words</text>
<text> Strive to be known by glorious deeds, not words.</text>
<text></text>
<text>Challenges Are but Tests</text>
<text> Face hardships with courage, and encourage your allies to face them with you.</text>
<text></text>
<text>Hone the Body</text>
<text> Like raw stone, your body must be worked so its potential can be realized.</text>
<text></text>
<text>Discipline the Soul</text>
<text> You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Inspiring Smite</name>
<text>Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Peerless Athlete</name>
<text>As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Sacred Oath: Oath of the Watchers</name>
<text>The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.</text>
<text>Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Watchers: Channel Divinity</name>
<text>3rd-level Oath of the Watchers feature</text>
<text>You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</text>
<name>Oath of the Watchers: Watcher's Will</name>
<text> You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.</text>
<name>Oath of the Watchers: Abjure the Extraplanar</name>
<text> You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</text>
<text> A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Watchers: Oath Spells</name>
<text>3rd-level Oath of the Watchers feature</text>
<text>You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.</text>
<text></text>
<text>Oath of the Watchers Spells Spells</text>
<text>Paladin Level | Spells</text>
<text>3rd | alarm, detect magic</text>
<text>5th | moonbeam, see invisibility</text>
<text>9th | counterspell, nondetection</text>
<text>13th | aura of purity, banishment</text>
<text>17th | hold monster, scrying</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Watchers: Tenets of the Watchers</name>
<text>A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.</text>
<name>Oath of the Watchers: Vigilance</name>
<text> The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.</text>
<name>Oath of the Watchers: Loyalty</name>
<text> Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.</text>
<name>Oath of the Watchers: Discipline</name>
<text> You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Martial Versatility</name>
<text>4th-level paladin optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 52</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Oath of Glory: Aura of Alacrity</name>
<text>7th-level Oath of Glory feature</text>
<text>You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.</text>
<text>When you reach 18th level in this class, the range of the aura increases to 10 feet.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Oath of the Watchers: Aura of the Sentinel</name>
<text>7th-level Oath of the Watchers feature</text>
<text>You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.</text>
<text>At 18th level, the range of this aura increases to 30 feet.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Oath of Glory: Glorious Defense</name>
<text>15th-level Oath of Glory feature</text>
<text>You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.</text>
<text>You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Oath of the Watchers: Vigilant Rebuke</name>
<text>15th-level Oath of the Watchers feature</text>
<text>You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Oath of Glory: Living Legend</name>
<text>20th-level Oath of Glory feature</text>
<text>You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:</text>
<text>• You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.</text>
<text>• Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.</text>
<text>• If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 53</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Oath of the Watchers: Mortal Bulwark</name>
<text>20th-level Oath of the Watchers feature</text>
<text>You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:</text>
<text>• You gain truesight with a range of 120 feet.</text>
<text>• You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.</text>
<text>• When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.</text>
<text>Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 54</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Ranger</name>
<autolevel level="1">
<feature>
<name>Favored Foe</name>
<text>1st-level ranger optional class features, which replaces the Favored Enemy feature and works with the Foe Slayer feature</text>
<text>When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).</text>
<text>The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.</text>
<text>You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Deft Explorer</name>
<text>1st-level ranger optional class features, which replaces the Natural Explorer feature</text>
<text>You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Canny (1st Level)</name>
<text>Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.</text>
<text>You can also speak, read, and write two additional languages of your choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Roving (6th Level)</name>
<text>Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Tireless (10th Level)</name>
<text>As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Blind Fighting</name>
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 89</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Druidic Warrior</name>
<text>You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 89</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Thrown Weapon Fighting</name>
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text>
<text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 89</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Spellcasting Focus</name>
<text>2nd-level ranger optional class features</text>
<text>You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Primal Awareness</name>
<text>3rd-level ranger optional class features, which replaces the Primeval Awareness feature</text>
<text>You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.</text>
<text></text>
<text>Primal Awareness Spells</text>
<text>Ranger Level | Spell</text>
<text>3rd | speak with animals</text>
<text>5th | beast sense</text>
<text>9th | speak with plants</text>
<text>13th | locate creature</text>
<text>17th | commune with nature</text>
<text>You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Martial Versatility</name>
<text>4th-level ranger optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Nature's Veil</name>
<text>10th-level ranger optional class features, which replaces the Hide in Plain Sight feature</text>
<text>You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 56</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</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: Phantom</name>
<text>Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.</text>
<text>Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.</text>
<text>How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 62</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Phantom: Wails from the Grave</name>
<text>3rd-level Phantom feature</text>
<text>As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 62</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Phantom: Whispers of the Dead</name>
<text>3rd-level Phantom feature</text>
<text>Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 62</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Soulknife</name>
<text>Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.</text>
<text>Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.</text>
<text>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Soulknife: Psionic Power</name>
<text>3rd-level Soulknife feature</text>
<text>You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.</text>
<text>Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.</text>
<text>When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
<text>The powers below use your Psionic Energy dice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Soulknife: Psychic Blades</name>
<text>3rd-level Soulknife feature</text>
<text>You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.</text>
<text>After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Soulknife: Psi-Bolstered Knack</name>
<text>When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Soulknife: Psychic Whispers</name>
<text>You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.</text>
<text>The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Steady Aim</name>
<text>3rd-level rogue optional class features</text>
<text>As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 62</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Phantom: Tokens of the Departed</name>
<text>9th-level Phantom feature</text>
<text>When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinket table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.</text>
<text>You can use soul trinkets in the following ways:</text>
<text>• While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.</text>
<text>• When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.</text>
<text>• As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 62</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Soulknife: Soul Blades</name>
<text>9th-level Soulknife feature</text>
<text>Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Soulknife: Homing Strikes</name>
<text>If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Soulknife: Psychic Teleportation</name>
<text>As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Phantom: Ghost Walk</name>
<text>13th-level Phantom feature</text>
<text>You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.</text>
<text>You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 62</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Soulknife: Psychic Veil</name>
<text>13th-level Soulknife feature</text>
<text>You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.</text>
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Phantom: Death's Friend</name>
<text>17th-level Phantom feature</text>
<text>Your association with death has become so close that you gain the following benefits:</text>
<text>• When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.</text>
<text>• At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 62</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Soulknife: Rend Mind</name>
<text>17th-level Soulknife feature</text>
<text>You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 63</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: Aberrant Mind</name>
<text>An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?</text>
<text>As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.</text>
<text></text>
<text>Aberrant Origins</text>
<text>d6 | Origin</text>
<text>1 | You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.</text>
<text>2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.</text>
<text>3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.</text>
<text>4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.</text>
<text>5 | As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.</text>
<text>6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 66</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Aberrant Mind: Psionic Spells</name>
<text>1st-level Aberrant Mind feature</text>
<text>You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.</text>
<text>Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.</text>
<text></text>
<text>Psionic Spells</text>
<text>Sorcerer Level | Spells</text>
<text>1st | arms of Hadar, dissonant whispers</text>
<text>3rd | calm emotions, detect thoughts</text>
<text>5th | hunger of Hadar, sending</text>
<text>7th | Evard's black tentacles, summon aberration</text>
<text>9th | Rary's telepathic bond, telekinesis</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 66</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Aberrant Mind: Telepathic Speech</name>
<text>1st-level Aberrant Mind feature</text>
<text>You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.</text>
<text>The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 66</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Clockwork Soul</name>
<text>The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 68</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Clockwork Soul: Clockwork Magic</name>
<text>1st-level Clockwork Soul feature</text>
<text>You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.</text>
<text>Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.</text>
<text></text>
<text>Clockwork Spells</text>
<text>Sorcerer Level | Spells</text>
<text>1st | alarm, protection from evil and good</text>
<text>3rd | aid, lesser restoration</text>
<text>5th | dispel magic, protection from energy</text>
<text>7th | freedom of movement, summon construct</text>
<text>9th | greater restoration, wall of force</text>
<text>In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.</text>
<text></text>
<text>Manifestations of Order</text>
<text>d6 | Manifestation</text>
<text>1 | Spectral cogwheels hover behind you.</text>
<text>2 | The hands of a clock spin in your eyes.</text>
<text>3 | Your skin glows with a brassy sheen.</text>
<text>4 | Floating equations and geometric objects overlay your body.</text>
<text>5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.</text>
<text>6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 68</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Clockwork Soul: Restore Balance</name>
<text>1st-level Clockwork Soul feature</text>
<text>Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 68</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Metamagic Options</name>
<text>3rd-level sorcerer optional class features</text>
<text>When you choose Metamagic options, you have access to the following additional options.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 65</text>
</feature>
<feature optional="YES">
<name>Metamagic Options: Seeking Spell</name>
<text>If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.</text>
<text>You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 65</text>
</feature>
<feature optional="YES">
<name>Metamagic Options: Transmuted Spell</name>
<text>When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 65</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Sorcerous Versatility</name>
<text>4th-level sorcerer optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:</text>
<text>• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.</text>
<text>• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 65</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Magical Guidance</name>
<text>5th-level sorcerer feature</text>
<text>You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 65</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aberrant Mind: Psionic Sorcery</name>
<text>6th-level Aberrant Mind feature</text>
<text>When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.</text>
<text>If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 66</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aberrant Mind: Psychic Defenses</name>
<text>6th-level Aberrant Mind feature</text>
<text>You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 66</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Clockwork Soul: Bastion of Law</name>
<text>6th-level Clockwork Soul feature</text>
<text>You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.</text>
<text>The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 68</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Aberrant Mind: Revelation in Flesh</name>
<text>14th-level Aberrant Mind feature</text>
<text>You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:</text>
<text>• You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.</text>
<text>• You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.</text>
<text>• You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.</text>
<text>• Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 66</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Clockwork Soul: Trance of Order</name>
<text>14th-level Clockwork Soul feature</text>
<text>You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.</text>
<text>Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 68</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Aberrant Mind: Warping Implosion</name>
<text>18th-level Aberrant Mind feature</text>
<text>You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.</text>
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 66</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Clockwork Soul: Clockwork Cavalcade</name>
<text>18th-level Clockwork Soul feature</text>
<text>You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:</text>
<text>• The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.</text>
<text>• Any damaged objects entirely in the cube are repaired instantly.</text>
<text>• Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.</text>
<text>Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 68</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 Fathomless</name>
<text>You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?</text>
<text>Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.</text>
<text>Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.</text>
<text></text>
<text>Expanded Spell List</text>
<text> 1st-level Fathomless feature</text>
<text> The Fathomless 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>Fathomless Expanded Spells</text>
<text>Spell Level | Spells</text>
<text>1st | create or destroy water, thunderwave</text>
<text>2nd | gust of wind, silence</text>
<text>3rd | lightning bolt, sleet storm</text>
<text>4th | control water, summon elemental (water only)</text>
<text>5th | Bigby's hand (appears as a tentacle), cone of cold</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Fathomless: Gift of the Sea</name>
<text>1st-level Fathomless feature</text>
<text>You gain a swimming speed of 40 feet, and you can breathe underwater.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Fathomless: Tentacle of the Deeps</name>
<text>1st-level Fathomless feature</text>
<text>You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.</text>
<text>When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.</text>
<text>As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.</text>
<text>You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Genie</name>
<text>You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.</text>
<text>You choose your patron's kind or determine it randomly, using the Genie Kind table.</text>
<text></text>
<text>Genie Kind</text>
<text>d4 | Kind | Element</text>
<text>1 | Dao | Earth</text>
<text>2 | Djinni | Air</text>
<text>3 | Efreeti | Fire</text>
<text>4 | Marid | Water</text>
<name>The Genie: Expanded Spell List</name>
<text> 1st-level Genie feature</text>
<text> The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.</text>
<text></text>
<text>Genie Expanded Spells</text>
<text>Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells</text>
<text>1st | detect evil and good | sanctuary | thunderwave | burning hands | fog cloud</text>
<text>2nd | phantasmal force | spike growth | gust of wind | scorching ray | blur</text>
<text>3rd | create food and water | meld into stone | wind wall | fireball | sleet storm</text>
<text>4th | phantasmal killer | stone shape | greater invisibility | fire shield | control water</text>
<text>5th | creation | wall of stone | seeming | flame strike | cone of cold</text>
<text>9th | wish | — | — | — | —</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 73</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Genie: Genie's Vessel</name>
<text>1st-level Genie feature</text>
<text>Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.</text>
<text></text>
<text>Genie's Vessel</text>
<text>d6 | Vessel</text>
<text>1 | Oil lamp</text>
<text>2 | Urn</text>
<text>3 | Ring with a compartment</text>
<text>4 | Stoppered bottle</text>
<text>5 | Hollow statuette</text>
<text>6 | Ornate lantern</text>
<text>While you are touching the vessel, you can use it in the following ways:</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 73</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Genie: Bottled Respite</name>
<text>As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 73</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Genie: Genie's Wrath</name>
<text>Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).</text>
<text>The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.</text>
<text>If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 73</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Pact Boon: Pact of the Talisman</name>
<text>Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.</text>
<text>If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 105</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Eldritch Versatility</name>
<text>4th-level warlock optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:</text>
<text>• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.</text>
<text>• Replace the option you chose for the Pact Boon feature with one of that feature's other options.</text>
<text>• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level. If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 70</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Fathomless: Guardian Coil</name>
<text>6th-level Fathomless feature</text>
<text>Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Fathomless: Oceanic Soul</name>
<text>6th-level Fathomless feature</text>
<text>You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Genie: Elemental Gift</name>
<text>6th-level Genie feature</text>
<text>You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).</text>
<text>In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 73</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Fathomless: Grasping Tentacles</name>
<text>10th-level Fathomless feature</text>
<text>You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Genie: Sanctuary Vessel</name>
<text>10th-level Genie feature</text>
<text>When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.</text>
<text>As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.</text>
<text>In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 73</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Fathomless: Fathomless Plunge</name>
<text>14th-level Fathomless feature</text>
<text>You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 72</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Genie: Limited Wish</name>
<text>14th-level Genie feature</text>
<text>You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.</text>
<text>Once you use this feature, you can't use it again until you finish 1d4 long rests.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 73</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: Tasha's Cauldron of Everything p. 76</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: Tasha's Cauldron of Everything p. 76</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: Tasha's Cauldron of Everything p. 76</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: Tasha's Cauldron of Everything p. 76</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Order of Scribes</name>
<text>Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.</text>
<text>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 77</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Order of Scribes: Awakened Spellbook</name>
<text>2nd-level Order of Scribes feature</text>
<text>Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.</text>
<text>While you are holding the book, it grants you the following benefits:</text>
<text>• You can use the book as a spellcasting focus for your wizard spells.</text>
<text>• When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.</text>
<text>• When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.</text>
<text>If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 77</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Order of Scribes: Wizardly Quill</name>
<text>2nd-level Order of Scribes feature</text>
<text>As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:</text>
<text>• The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.</text>
<text>• The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.</text>
<text>• You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.</text>
<text>This quill disappears if you create another one or if you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 77</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Cantrip Formulas</name>
<text>3rd-level wizard optional class features</text>
<text>You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 75</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: Tasha's Cauldron of Everything p. 76</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Order of Scribes: Manifest Mind</name>
<text>6th-level Order of Scribes feature</text>
<text>You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).</text>
<text>While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).</text>
<text>Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.</text>
<text>The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.</text>
<text>Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 77</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: Tasha's Cauldron of Everything p. 76</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Order of Scribes: Master Scrivener</name>
<text>10th-level Order of Scribes feature</text>
<text>Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.</text>
<text>The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.</text>
<text>You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 77</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: Tasha's Cauldron of Everything p. 76</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Order of Scribes: One with the Word</name>
<text>14th-level Order of Scribes feature</text>
<text>Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.</text>
<text>Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.</text>
<text>Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.</text>
<text>Once you use this reaction, you can't do so again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 77</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Artificer Initiate</name>
<prerequisite></prerequisite>
<text>You've learned some of an artificer's inventiveness:
 You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
 You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
 You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Source: Tasha's Cauldron of Everything p. 79</text>
</feat>
<feat>
<name>Chef</name>
<prerequisite></prerequisite>
<text>Time spent mastering the culinary arts has paid off, granting you the following benefits:
 Increase your Constitution or Wisdom score by 1, to a maximum of 20
 You gain proficiency with cook's utensils if you don't already have it.
 As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
 With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Source: Tasha's Cauldron of Everything p. 79</text>
</feat>
<feat>
<name>Crusher</name>
<prerequisite></prerequisite>
<text>You are practiced in the art of crushing your enemies, granting you the following benefits:
 Increase your Strength or Constitution score by 1, to a maximum of 20
 Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
 When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Source: Tasha's Cauldron of Everything p. 79</text>
</feat>
<feat>
<name>Eldritch Adept</name>
<prerequisite></prerequisite>
<text>Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Source: Tasha's Cauldron of Everything p. 79</text>
</feat>
<feat>
<name>Fey Touched</name>
<prerequisite></prerequisite>
<text>Your exposure to the Feywild's magic has changed you, granting you the following benefits:
 Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
 You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Source: Tasha's Cauldron of Everything p. 79</text>
</feat>
<feat>
<name>Fighting Initiate</name>
<prerequisite>Proficiency with martial weapon</prerequisite>
<text>Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Source: Tasha's Cauldron of Everything p. 80</text>
</feat>
<feat>
<name>Gunner</name>
<prerequisite></prerequisite>
<text>You have a quick hand and keen eye when employing firearms, granting you the following benefits:
 You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
 You ignore the loading property of firearms.
 Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Source: Tasha's Cauldron of Everything p. 80</text>
<modifier category="ability score">Dexterity +1</modifier>
</feat>
<feat>
<name>Metamagic Adept</name>
<prerequisite></prerequisite>
<text>You've learned how to exert your will on your spells to alter how they function:
 You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
 You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Source: Tasha's Cauldron of Everything p. 80</text>
</feat>
<feat>
<name>Piercer</name>
<prerequisite></prerequisite>
<text>You have achieved a penetrating precision in combat, granting you the following benefits:
 Increase your Strength or Dexterity score by 1, to a maximum of 20
 Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
 When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Source: Tasha's Cauldron of Everything p. 80</text>
</feat>
<feat>
<name>Poisoner</name>
<prerequisite></prerequisite>
<text>You can prepare and deliver deadly poisons, granting you the following benefits:
 When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
 You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
 You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Source: Tasha's Cauldron of Everything p. 80</text>
</feat>
<feat>
<name>Shadow Touched</name>
<prerequisite></prerequisite>
<text>Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
 Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
 You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Source: Tasha's Cauldron of Everything p. 80</text>
</feat>
<feat>
<name>Skill Expert</name>
<prerequisite></prerequisite>
<text>You have honed your proficiency with particular skills, granting you the following benefits:
 You gain proficiency in one skill of your choice.
 Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Source: Tasha's Cauldron of Everything p. 80</text>
</feat>
<feat>
<name>Slasher</name>
<prerequisite></prerequisite>
<text>You've learned where to cut to have the greatest results, granting you the following benefits:
 Increase your Strength or Dexterity score by 1, to a maximum of 20
 Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
 When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Source: Tasha's Cauldron of Everything p. 81</text>
</feat>
<feat>
<name>Telekinetic</name>
<prerequisite></prerequisite>
<text>You learn to move things with your mind, granting you the following benefits:
 Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
 You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
 As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Source: Tasha's Cauldron of Everything p. 81</text>
</feat>
<feat>
<name>Telepathic</name>
<prerequisite></prerequisite>
<text>You awaken the ability to mentally connect with others, granting you the following benefits:
 Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
 You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
 You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Source: Tasha's Cauldron of Everything p. 81</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Maneuver: Ambush</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
<name>Infusion: Arcane Propulsion Armor</name>
<prerequisite>14th level, A suit of armor (requires attunement)</prerequisite>
<text>The wearer of this armor gains these benefits:
 The wearer's walking speed increases by 5 feet.
 The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
 The armor can't be removed against the wearer's will.
 If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Source: Tasha's Cauldron of Everything p. 20</text>
</feat>
<feat>
<name>Infusion: Armor of Magical Strength</name>
<prerequisite>A suit of armor (requires attunement)</prerequisite>
<text>This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
 When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
 If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 20</text>
</feat>
<feat>
<name>Maneuver: Bait and Switch</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
<name>Invocation: Bond of the Talisman</name>
<prerequisite>12th level, Pact of the Talisman</prerequisite>
<text>While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Source: Tasha's Cauldron of Everything p. 70</text>
</feat>
<feat>
<name>Infusion: Boots of the Winding Path</name>
<prerequisite>6th level, A pair of boots (requires attunement)</prerequisite>
<text>While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
</feat>
<feat>
<name>Maneuver: Brace</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
<name>Rune: Cloud Rune</name>
<prerequisite></prerequisite>
<text>This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 44</text>
</feat>
<feat>
<name>Maneuver: Commanding Presence</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
<name>Invocation: Eldritch Mind</name>
<prerequisite></prerequisite>
<text>You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Infusion: Enhanced Arcane Focus</name>
<prerequisite>A rod, staff, or wand (requires attunement)</prerequisite>
<text>While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
</feat>
<feat>
<name>Infusion: Enhanced Defense</name>
<prerequisite>A suit of armor or a shield</prerequisite>
<text>A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
</feat>
<feat>
<name>Infusion: Enhanced Weapon</name>
<prerequisite>A simple or martial weapon</prerequisite>
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
</feat>
<feat>
<name>Invocation: Far Scribe</name>
<prerequisite>5th level, Pact of the Tome</prerequisite>
<text>A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Rune: Fire Rune</name>
<prerequisite></prerequisite>
<text>This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 44</text>
</feat>
<feat>
<name>Rune: Frost Rune</name>
<prerequisite></prerequisite>
<text>This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
</feat>
<feat>
<name>Invocation: Gift of the Protectors</name>
<prerequisite>9th level, Pact of the Tome</prerequisite>
<text>A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Maneuver: Grappling Strike</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
<name>Infusion: Helm of Awareness</name>
<prerequisite>10th level, A helmet (requires attunement)</prerequisite>
<text>While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.
Source: Tasha's Cauldron of Everything p. 21</text>
</feat>
<feat>
<name>Rune: Hill Rune</name>
<prerequisite>7th level</prerequisite>
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
</feat>
<feat>
<name>Infusion: Homunculus Servant</name>
<prerequisite>A gem or crystal worth at least 100 gp</prerequisite>
<text>You learn intricate methods for magically creating a special Homunculus Servant that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
</feat>
<feat>
<name>Invocation: Investment of the Chain Master</name>
<prerequisite>Pact of the Chain</prerequisite>
<text>When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
 The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
 As a bonus action, you can command the familiar to take the Attack action.
 The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
 If the familiar forces a creature to make a saving throw, it uses your spell save DC.
 When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Infusion: Mind Sharpener</name>
<prerequisite>A suit of armor or robes</prerequisite>
<text>The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 22</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Talisman</name>
<prerequisite></prerequisite>
<text>Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Invocation: Protection of the Talisman</name>
<prerequisite>7th level, Pact of the Talisman</prerequisite>
<text>When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Maneuver: Quick Toss</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
<name>Infusion: Radiant Weapon</name>
<prerequisite>6th level, A simple or martial weapon (requires attunement)</prerequisite>
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 62</text>
</feat>
<feat>
<name>Invocation: Rebuke of the Talisman</name>
<prerequisite>Pact of the Talisman</prerequisite>
<text>When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Infusion: Repeating Shot</name>
<prerequisite>A simple or martial weapon with the ammunition property (requires attunement)</prerequisite>
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 62</text>
</feat>
<feat>
<name>Infusion: Replicate Magic Item</name>
<prerequisite></prerequisite>
<text>Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
Replicable Items (2nd-Level Artificer)
Magic Item | Attunement
Alchemy jug | No
Bag of holding | No
Cap of water breathing | No
Goggles of night | No
Rope of climbing | No
Sending stones | No
Wand of magic detection | No
Wand of secrets | No
Replicable Items (6th-Level Artificer)
Magic Item | Attunement
Boots of elvenkind | No
Cloak of elvenkind | Yes
Cloak of the manta ray | No
Eyes of charming | Yes
Gloves of thievery | No
Lantern of revealing | No
Pipes of haunting | No
Ring of water walking | No
Replicable Items (10th-Level Artificer)
Magic Item | Attunement
Boots of striding and springing | Yes
Boots of the winterlands | Yes
Bracers of archery | Yes
Brooch of shielding | Yes
Cloak of protection | Yes
Eyes of the eagle | Yes
Gauntlets of ogre power | Yes
Gloves of missile snaring | Yes
Gloves of swimming and climbing | Yes
Hat of disguise | Yes
Headband of intellect | Yes
Helm of telepathy | Yes
Medallion of thoughts | Yes
Necklace of adaptation | Yes
Periapt of wound closure | Yes
Pipes of the sewers | Yes
Quiver of Ehlonna | No
Ring of jumping | Yes
Ring of mind shielding | Yes
Slippers of spider climbing | Yes
Ventilating lungs (detailed in chapter 5) | Yes
Winged boots | Yes
Replicable Items (14th-Level Artificer)
Magic Item | Attunement
Amulet of health | Yes
Arcane propulsion arm (detailed in chapter 5) | Yes
Belt of Hill Giant Strength | Yes
Boots of levitation | Yes
Boots of speed | Yes
Bracers of defense | Yes
Cloak of the bat | Yes
Dimensional shackles | No
Gem of seeing | Yes
Horn of blasting | No
Ring of free action | Yes
Ring of protection | Yes
Ring of the ram | Yes
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 63</text>
</feat>
<feat>
<name>Infusion: Repulsion Shield</name>
<prerequisite>6th level, A shield (requires attunement)</prerequisite>
<text>A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
</feat>
<feat>
<name>Infusion: Resistant Armor</name>
<prerequisite>6th level, A suit of armor (requires attunement)</prerequisite>
<text>While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
</feat>
<feat>
<name>Infusion: Returning Weapon</name>
<prerequisite>A simple or martial weapon with the thrown property</prerequisite>
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
</feat>
<feat>
<name>Infusion: Spell-Refueling Ring</name>
<prerequisite>6th level, A ring (requires attunement)</prerequisite>
<text>While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 23</text>
</feat>
<feat>
<name>Rune: Stone Rune</name>
<prerequisite></prerequisite>
<text>This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
</feat>
<feat>
<name>Rune: Storm Rune</name>
<prerequisite>7th level</prerequisite>
<text>Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
</feat>
<feat>
<name>Maneuver: Tactical Assessment</name>
<prerequisite></prerequisite>
<text>Maneuver: Battle Master
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
<name>Invocation: Undying Servitude</name>
<prerequisite>5th level</prerequisite>
<text>You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Custom Lineage</name>
<size>M</size>
<speed>30</speed>
<ability></ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:
Source: Tasha's Cauldron of Everything p. 8</text>
</trait>
<trait>
<name>Creature Type</name>
<text>You are a humanoid. You determine your appearance and whether you resemble any of your kin.
</text>
</trait>
<trait>
<name>Size</name>
<text>You are Small or Medium (your choice).
</text>
</trait>
<trait>
<name>Feat</name>
<text>You gain one feat of your choice for which you qualify.
</text>
</trait>
<trait>
<name>Variable Trait</name>
<text>You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
</text>
</trait>
</race>
</compendium>

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@@ -0,0 +1,659 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Acid Splash</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Aid</name>
<classes>Artificer, Cleric (Peace), Sorcerer (Clockwork Soul), Bard, Ranger</classes>
</spell>
<spell>
<name>Alarm</name>
<classes>Artificer, Paladin (Watchers), Sorcerer (Clockwork Soul)</classes>
</spell>
<spell>
<name>Alter Self</name>
<classes>Artificer, Artificer (Alchemist)</classes>
</spell>
<spell>
<name>Animate Dead</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Animate Objects</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Arcane Eye</name>
<classes>Artificer, Ranger (Swarmkeeper)</classes>
</spell>
<spell>
<name>Arcane Lock</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Arms of Hadar</name>
<classes>Sorcerer (Aberrant Mind)</classes>
</spell>
<spell>
<name>Aura of Life</name>
<classes>Cleric (Twilight), Druid (Wildfire), Cleric</classes>
</spell>
<spell>
<name>Aura of Purity</name>
<classes>Artificer (Battle Smith), Cleric (Peace), Paladin (Watchers), Cleric</classes>
</spell>
<spell>
<name>Aura of Vitality</name>
<classes>Artificer (Battle Smith), Cleric (Twilight), Cleric, Druid</classes>
</spell>
<spell>
<name>Banishing Smite</name>
<classes>Artificer (Battle Smith)</classes>
</spell>
<spell>
<name>Banishment</name>
<classes>Paladin (Watchers)</classes>
</spell>
<spell>
<name>Beacon of Hope</name>
<classes>Cleric (Peace)</classes>
</spell>
<spell>
<name>Bigby's Hand</name>
<classes>Artificer, Warlock (Fathomless), Sorcerer</classes>
</spell>
<spell>
<name>Blight</name>
<classes>Druid (Spores), Artificer (Alchemist)</classes>
</spell>
<spell>
<name>Blindness/Deafness</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Blink</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Blur</name>
<classes>Artificer, Warlock (Genie)</classes>
</spell>
<spell>
<name>Branding Smite</name>
<classes>Artificer (Battle Smith)</classes>
</spell>
<spell>
<name>Burning Hands</name>
<classes>Warlock (Genie), Druid (Wildfire)</classes>
</spell>
<spell>
<name>Calm Emotions</name>
<classes>Sorcerer (Aberrant Mind)</classes>
</spell>
<spell>
<name>Charm Person</name>
<classes>Ranger (Fey Wanderer)</classes>
</spell>
<spell>
<name>Circle of Power</name>
<classes>Cleric (Twilight)</classes>
</spell>
<spell>
<name>Cloudkill</name>
<classes>Druid (Spores), Artificer (Alchemist)</classes>
</spell>
<spell>
<name>Command</name>
<classes>Cleric (Order), Bard</classes>
</spell>
<spell>
<name>Commune</name>
<classes>Cleric (Order), Paladin (Glory)</classes>
</spell>
<spell>
<name>Compulsion</name>
<classes>Cleric (Order), Paladin (Glory)</classes>
</spell>
<spell>
<name>Cone of Cold</name>
<classes>Artificer (Artillerist), Warlock (Fathomless), Warlock (Genie), Druid</classes>
</spell>
<spell>
<name>Confusion</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Conjure Barrage</name>
<classes>Artificer (Battle Smith)</classes>
</spell>
<spell>
<name>Contagion</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Continual Flame</name>
<classes>Artificer, Druid</classes>
</spell>
<spell>
<name>Control Water</name>
<classes>Warlock (Fathomless), Warlock (Genie)</classes>
</spell>
<spell>
<name>Counterspell</name>
<classes>Paladin (Watchers)</classes>
</spell>
<spell>
<name>Create Food and Water</name>
<classes>Artificer, Warlock (Genie)</classes>
</spell>
<spell>
<name>Create or Destroy Water</name>
<classes>Warlock (Fathomless)</classes>
</spell>
<spell>
<name>Creation</name>
<classes>Artificer, Warlock (Genie)</classes>
</spell>
<spell>
<name>Cure Wounds</name>
<classes>Artificer, Druid (Wildfire)</classes>
</spell>
<spell>
<name>Dancing Lights</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Darkvision</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Death Ward</name>
<classes>Artificer (Alchemist)</classes>
</spell>
<spell>
<name>Detect Evil and Good</name>
<classes>Warlock (Genie)</classes>
</spell>
<spell>
<name>Detect Magic</name>
<classes>Artificer, Paladin (Watchers)</classes>
</spell>
<spell>
<name>Detect Thoughts</name>
<classes>Sorcerer (Aberrant Mind)</classes>
</spell>
<spell>
<name>Dimension Door</name>
<classes>Ranger (Fey Wanderer)</classes>
</spell>
<spell>
<name>Disguise Self</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Dispel Magic</name>
<classes>Artificer, Ranger (Fey Wanderer), Sorcerer (Clockwork Soul)</classes>
</spell>
<spell>
<name>Dissonant Whispers</name>
<classes>Sorcerer (Aberrant Mind)</classes>
</spell>
<spell>
<name>Dominate Person</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Elemental Weapon</name>
<classes>Artificer, Druid, Ranger</classes>
</spell>
<spell>
<name>Enhance Ability</name>
<classes>Artificer, Paladin (Glory), Ranger, Wizard</classes>
</spell>
<spell>
<name>Enlarge/Reduce</name>
<classes>Artificer, Bard, Druid</classes>
</spell>
<spell>
<name>Evard's Black Tentacles</name>
<classes>Sorcerer (Aberrant Mind)</classes>
</spell>
<spell>
<name>Expeditious Retreat</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Fabricate</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Faerie Fire</name>
<classes>Artificer, Cleric (Twilight), Ranger (Swarmkeeper)</classes>
</spell>
<spell>
<name>False Life</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Feather Fall</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Fire Bolt</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Fire Shield</name>
<classes>Artificer (Battle Smith), Artificer (Armorer), Warlock (Genie), Druid (Wildfire), Druid, Sorcerer</classes>
</spell>
<spell>
<name>Fireball</name>
<classes>Artificer (Artillerist), Warlock (Genie)</classes>
</spell>
<spell>
<name>Flame Strike</name>
<classes>Paladin (Glory), Warlock (Genie), Druid (Wildfire)</classes>
</spell>
<spell>
<name>Flaming Sphere</name>
<classes>Artificer (Alchemist), Druid (Wildfire), Sorcerer</classes>
</spell>
<spell>
<name>Fly</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Fog Cloud</name>
<classes>Warlock (Genie)</classes>
</spell>
<spell>
<name>Freedom of Movement</name>
<classes>Artificer, Paladin (Glory), Sorcerer (Clockwork Soul)</classes>
</spell>
<spell>
<name>Gaseous Form</name>
<classes>Druid (Spores), Artificer (Alchemist), Ranger (Swarmkeeper)</classes>
</spell>
<spell>
<name>Gentle Repose</name>
<classes>Druid (Spores), Paladin</classes>
</spell>
<spell>
<name>Glyph of Warding</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Grease</name>
<classes>Artificer, Sorcerer</classes>
</spell>
<spell>
<name>Greater Invisibility</name>
<classes>Artificer (Armorer), Cleric (Twilight), Warlock (Genie)</classes>
</spell>
<spell>
<name>Greater Restoration</name>
<classes>Artificer, Cleric (Peace), Sorcerer (Clockwork Soul), Ranger</classes>
</spell>
<spell>
<name>Guidance</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Guiding Bolt</name>
<classes>Paladin (Glory)</classes>
</spell>
<spell>
<name>Gust of Wind</name>
<classes>Warlock (Fathomless), Warlock (Genie), Ranger</classes>
</spell>
<spell>
<name>Haste</name>
<classes>Artificer, Paladin (Glory)</classes>
</spell>
<spell>
<name>Healing Word</name>
<classes>Artificer (Alchemist)</classes>
</spell>
<spell>
<name>Heat Metal</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Heroism</name>
<classes>Cleric (Order), Artificer (Battle Smith), Paladin (Glory), Cleric (Peace)</classes>
</spell>
<spell>
<name>Hold Monster</name>
<classes>Paladin (Watchers)</classes>
</spell>
<spell>
<name>Hold Person</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Hunger of Hadar</name>
<classes>Sorcerer (Aberrant Mind)</classes>
</spell>
<spell>
<name>Hypnotic Pattern</name>
<classes>Artificer (Armorer)</classes>
</spell>
<spell>
<name>Ice Storm</name>
<classes>Artificer (Artillerist)</classes>
</spell>
<spell>
<name>Identify</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Insect Plague</name>
<classes>Ranger (Swarmkeeper)</classes>
</spell>
<spell>
<name>Invisibility</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Jump</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Leomund's Secret Chest</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Leomund's Tiny Hut</name>
<classes>Cleric (Twilight)</classes>
</spell>
<spell>
<name>Lesser Restoration</name>
<classes>Artificer, Sorcerer (Clockwork Soul)</classes>
</spell>
<spell>
<name>Levitate</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Light</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Lightning Bolt</name>
<classes>Artificer (Armorer), Warlock (Fathomless)</classes>
</spell>
<spell>
<name>Locate Creature</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Longstrider</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Mage Hand</name>
<classes>Artificer, Ranger (Swarmkeeper)</classes>
</spell>
<spell>
<name>Magic Missile</name>
<classes>Artificer (Armorer)</classes>
</spell>
<spell>
<name>Magic Mouth</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Magic Weapon</name>
<classes>Artificer, Paladin (Glory), Ranger, Sorcerer</classes>
</spell>
<spell>
<name>Mass Cure Wounds</name>
<classes>Artificer (Battle Smith), Druid (Wildfire)</classes>
</spell>
<spell>
<name>Mass Healing Word</name>
<classes>Cleric (Order), Artificer (Alchemist), Bard</classes>
</spell>
<spell>
<name>Meld into Stone</name>
<classes>Warlock (Genie), Ranger</classes>
</spell>
<spell>
<name>Melf's Acid Arrow</name>
<classes>Artificer (Alchemist)</classes>
</spell>
<spell>
<name>Mending</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Message</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Mirror Image</name>
<classes>Artificer (Armorer), Bard</classes>
</spell>
<spell>
<name>Mislead</name>
<classes>Cleric (Twilight), Ranger (Fey Wanderer), Warlock</classes>
</spell>
<spell>
<name>Misty Step</name>
<classes>Ranger (Fey Wanderer)</classes>
</spell>
<spell>
<name>Moonbeam</name>
<classes>Cleric (Twilight), Paladin (Watchers)</classes>
</spell>
<spell>
<name>Mordenkainen's Faithful Hound</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Mordenkainen's Private Sanctum</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Nondetection</name>
<classes>Paladin (Watchers)</classes>
</spell>
<spell>
<name>Otiluke's Resilient Sphere</name>
<classes>Artificer, Cleric (Peace)</classes>
</spell>
<spell>
<name>Passwall</name>
<classes>Artificer (Armorer)</classes>
</spell>
<spell>
<name>Phantasmal Force</name>
<classes>Warlock (Genie)</classes>
</spell>
<spell>
<name>Phantasmal Killer</name>
<classes>Warlock (Genie), Bard</classes>
</spell>
<spell>
<name>Plant Growth</name>
<classes>Druid (Wildfire)</classes>
</spell>
<spell>
<name>Poison Spray</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Prestidigitation</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Protection from Energy</name>
<classes>Artificer, Paladin (Glory), Sorcerer (Clockwork Soul)</classes>
</spell>
<spell>
<name>Protection from Evil and Good</name>
<classes>Sorcerer (Clockwork Soul), Druid</classes>
</spell>
<spell>
<name>Protection from Poison</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Purify Food and Drink</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Raise Dead</name>
<classes>Artificer (Alchemist)</classes>
</spell>
<spell>
<name>Rary's Telepathic Bond</name>
<classes>Cleric (Peace), Sorcerer (Aberrant Mind), Bard</classes>
</spell>
<spell>
<name>Ray of Frost</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Ray of Sickness</name>
<classes>Artificer (Alchemist)</classes>
</spell>
<spell>
<name>Resistance</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Revivify</name>
<classes>Artificer, Druid (Wildfire), Druid, Ranger</classes>
</spell>
<spell>
<name>Rope Trick</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Sanctuary</name>
<classes>Artificer, Cleric (Peace), Warlock (Genie)</classes>
</spell>
<spell>
<name>Scorching Ray</name>
<classes>Artificer (Artillerist), Warlock (Genie), Druid (Wildfire)</classes>
</spell>
<spell>
<name>Scrying</name>
<classes>Paladin (Watchers)</classes>
</spell>
<spell>
<name>See Invisibility</name>
<classes>Artificer, Cleric (Twilight), Paladin (Watchers)</classes>
</spell>
<spell>
<name>Seeming</name>
<classes>Warlock (Genie)</classes>
</spell>
<spell>
<name>Sending</name>
<classes>Cleric (Peace), Sorcerer (Aberrant Mind)</classes>
</spell>
<spell>
<name>Shatter</name>
<classes>Artificer (Artillerist), Artificer (Armorer)</classes>
</spell>
<spell>
<name>Shield</name>
<classes>Artificer (Artillerist), Artificer (Battle Smith)</classes>
</spell>
<spell>
<name>Shocking Grasp</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Silence</name>
<classes>Warlock (Fathomless)</classes>
</spell>
<spell>
<name>Sleep</name>
<classes>Cleric (Twilight)</classes>
</spell>
<spell>
<name>Sleet Storm</name>
<classes>Warlock (Fathomless), Warlock (Genie)</classes>
</spell>
<spell>
<name>Slow</name>
<classes>Cleric (Order), Bard</classes>
</spell>
<spell>
<name>Spare the Dying</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Spider Climb</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Spike Growth</name>
<classes>Warlock (Genie)</classes>
</spell>
<spell>
<name>Stone Shape</name>
<classes>Artificer, Warlock (Genie)</classes>
</spell>
<spell>
<name>Stoneskin</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Telekinesis</name>
<classes>Sorcerer (Aberrant Mind)</classes>
</spell>
<spell>
<name>Thorn Whip</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Thunderwave</name>
<classes>Artificer (Artillerist), Artificer (Armorer), Warlock (Fathomless), Warlock (Genie)</classes>
</spell>
<spell>
<name>Wall of Fire</name>
<classes>Artificer (Artillerist)</classes>
</spell>
<spell>
<name>Wall of Force</name>
<classes>Artificer (Artillerist), Artificer (Armorer), Sorcerer (Clockwork Soul)</classes>
</spell>
<spell>
<name>Wall of Stone</name>
<classes>Artificer, Warlock (Genie)</classes>
</spell>
<spell>
<name>Warding Bond</name>
<classes>Artificer (Battle Smith), Cleric (Peace), Paladin</classes>
</spell>
<spell>
<name>Water Breathing</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Water Walk</name>
<classes>Artificer</classes>
</spell>
<spell>
<name>Web</name>
<classes>Artificer, Ranger (Swarmkeeper)</classes>
</spell>
<spell>
<name>Wind Wall</name>
<classes>Artificer (Artillerist), Warlock (Genie)</classes>
</spell>
<spell>
<name>Wish</name>
<classes>Warlock (Genie)</classes>
</spell>
<spell>
<name>Zone of Truth</name>
<classes>Cleric (Order)</classes>
</spell>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Blade of Disaster</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>9</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 bonus action</time>
<range>60 feet</range>
<components>V, S</components>
<duration>Concentration, up to 1 minute</duration>
<text>You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force.
Source: Tasha's Cauldron of Everything p. 106, Icewind Dale: Rime of the Frostmaiden p. 318</text>
<roll>4d12</roll>
<roll>8d12</roll>
<roll>12d12</roll>
</spell>
<spell>
<name>Booming Blade</name>
<classes>Artificer, Sorcerer, Warlock, Wizard, 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: Tasha's Cauldron of Everything p. 106, Sword Coast Adventurer's Guide p. 142</text>
<roll>1d8</roll>
<roll>2d8</roll>
<roll>3d8</roll>
<roll>4d8</roll>
</spell>
<spell>
<name>Dream of the Blue Veil</name>
<classes>Bard, Sorcerer, Warlock, Wizard</classes>
<level>7</level>
<school>C</school>
<ritual>NO</ritual>
<time>10 minutes</time>
<range>20 feet</range>
<components>V, S, M (a magic item or a willing creature from the destination world)</components>
<duration>6 hours</duration>
<text>You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Source: Tasha's Cauldron of Everything p. 106</text>
</spell>
<spell>
<name>Green-Flame Blade</name>
<classes>Artificer, Sorcerer, Warlock, Wizard, 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: Tasha's Cauldron of Everything p. 107, Sword Coast Adventurer's Guide p. 143</text>
<roll>1d8</roll>
<roll>1d8+SPELL</roll>
<roll>2d8</roll>
<roll>3d8</roll>
</spell>
<spell>
<name>Intellect Fortress</name>
<classes>Artificer, Bard, Sorcerer, Warlock, Wizard</classes>
<level>3</level>
<school>A</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>30 feet</range>
<components>V</components>
<duration>Concentration, up to 1 hour</duration>
<text>For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Source: Tasha's Cauldron of Everything p. 107</text>
</spell>
<spell>
<name>Lightning Lure</name>
<classes>Artificer, Sorcerer, Warlock, Wizard, 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: Tasha's Cauldron of Everything p. 107, Sword Coast Adventurer's Guide p. 143</text>
<roll>1d8</roll>
<roll>2d8</roll>
<roll>3d8</roll>
<roll>4d8</roll>
</spell>
<spell>
<name>Mind Sliver</name>
<classes>Sorcerer (Aberrant Mind), Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V</components>
<duration>1 round</duration>
<text>You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Source: Tasha's Cauldron of Everything p. 108</text>
<roll>1d6</roll>
<roll>1d4</roll>
<roll>2d6</roll>
<roll>3d6</roll>
<roll>4d6</roll>
</spell>
<spell>
<name>Spirit Shroud</name>
<classes>Cleric, Paladin, Warlock, Wizard</classes>
<level>3</level>
<school>N</school>
<ritual>NO</ritual>
<time>1 bonus action</time>
<range>Self</range>
<components>V, S</components>
<duration>Concentration, up to 1 minute</duration>
<text>You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Source: Tasha's Cauldron of Everything p. 108</text>
<roll>1d8</roll>
</spell>
<spell>
<name>Summon Aberration</name>
<classes>Sorcerer (Aberrant Mind), Warlock, Wizard</classes>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 109</text>
</spell>
<spell>
<name>Summon Beast</name>
<classes>Druid, Ranger</classes>
<level>2</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 109</text>
</spell>
<spell>
<name>Summon Celestial</name>
<classes>Cleric, Paladin</classes>
<level>5</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a golden reliquary worth at least 500 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 110</text>
</spell>
<spell>
<name>Summon Construct</name>
<classes>Artificer, Sorcerer (Clockwork Soul), Wizard</classes>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (an ornate stone and metal lockbox worth at least 400 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 111</text>
</spell>
<spell>
<name>Summon Elemental</name>
<classes>Warlock (Fathomless), Druid, Ranger, Wizard</classes>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 111</text>
</spell>
<spell>
<name>Summon Fey</name>
<classes>Druid, Ranger, Warlock, Wizard</classes>
<level>3</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a gilded flower worth at least 300 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 112</text>
</spell>
<spell>
<name>Summon Fiend</name>
<classes>Warlock, Wizard</classes>
<level>6</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 112</text>
</spell>
<spell>
<name>Summon Shadowspawn</name>
<classes>Warlock, Wizard</classes>
<level>3</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (tears inside a gem worth at least 300 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 113</text>
</spell>
<spell>
<name>Summon Undead</name>
<classes>Warlock, Wizard</classes>
<level>3</level>
<school>N</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a gilded skull worth at least 300 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything p. 114</text>
</spell>
<spell>
<name>Sword Burst</name>
<classes>Artificer, Sorcerer, Warlock, Wizard, 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: Tasha's Cauldron of Everything p. 115, Sword Coast Adventurer's Guide p. 143</text>
<roll>1d6</roll>
<roll>2d6</roll>
<roll>3d6</roll>
<roll>4d6</roll>
</spell>
<spell>
<name>Tasha's Caustic Brew</name>
<classes>Artificer, Sorcerer, Wizard</classes>
<level>1</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (30-foot line)</range>
<components>V, S, M (a bit of rotten food)</components>
<duration>Concentration, up to 1 minute</duration>
<text>A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Source: Tasha's Cauldron of Everything p. 115</text>
<roll>2d4</roll>
</spell>
<spell>
<name>Tasha's Mind Whip</name>
<classes>Sorcerer, Wizard</classes>
<level>2</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V</components>
<duration>1 round</duration>
<text>You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Source: Tasha's Cauldron of Everything p. 115</text>
<roll>3d6</roll>
</spell>
<spell>
<name>Tasha's Otherworldly Guise</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>6</level>
<school>T</school>
<ritual>NO</ritual>
<time>1 bonus action</time>
<range>Self</range>
<components>V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)</components>
<duration>Concentration, up to 1 minute</duration>
<text>Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
• You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
• You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
• Spectral wings appear on your back, giving you a flying speed of 40 feet.
• You have a +2 bonus to AC.
• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Source: Tasha's Cauldron of Everything p. 116</text>
</spell>
</compendium>