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:
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Sources/UnearthedArcana/bestiary-ua-2020smt.xml
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Sources/UnearthedArcana/bestiary-ua-2020smt.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<monster>
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<name>Aberrant Spirit (UA)</name>
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<size>M</size>
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<type>aberration</type>
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<alignment>Neutral Evil</alignment>
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<ac>0</ac>
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<hp>2</hp>
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<speed>walk 30 ft., fly 30 ft.</speed>
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<str>16</str>
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<dex>10</dex>
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<con>15</con>
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<int>16</int>
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<wis>10</wis>
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<cha>6</cha>
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<save></save>
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<skill></skill>
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<passive>10</passive>
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<languages>Deep Speech, understands the languages you speak</languages>
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<cr></cr>
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<resist></resist>
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<immune>psychic</immune>
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<vulnerable></vulnerable>
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<conditionImmune></conditionImmune>
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||||
<senses>darkvision 60 ft.</senses>
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<trait>
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<name>Hit Points</name>
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<text>equal the aberration's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
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</trait>
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<trait>
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<name>Regeneration (Slaadi Only)</name>
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<text>The aberration regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
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</trait>
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<trait>
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<name>Whispering Aura (Star Spawn Only)</name>
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<text>At the start of each of the aberration's turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided that the aberration isn't incapacitated.</text>
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</trait>
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<action>
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<name>Multiattack</name>
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<text>The aberration makes a number of attacks equal to half this spell's level (rounded down).</text>
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</action>
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<action>
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<name>Eye Ray (Beholderkin Only)</name>
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<text>Ranged Spell Attack: +3 + the spell's level to hit, range 30 ft., one creature. 1d8 + 3 + the spell's level psychic damage.</text>
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</action>
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<action>
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<name>Claws (Slaadi Only)</name>
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<text>Melee Weapon Attack: +3 + the spell's level 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>
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</action>
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<action>
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<name>Psychic Slam (Star Spawn Only)</name>
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<text>Melee Spell Attack: +3 + the spell's level to hit, reach 5 ft., one creature. 1d6 + 3 + the spell's level psychic damage.</text>
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</action>
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<description>
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Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3</description>
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<environment></environment>
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</monster>
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<monster>
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<name>Bestial Spirit (UA)</name>
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<size>S</size>
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<type>beast</type>
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<alignment>Unaligned</alignment>
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<ac>0</ac>
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<hp>3</hp>
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<speed>walk 30 ft., climb 30 ft., fly 60 ft., swim 30 ft.</speed>
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<str>18</str>
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<dex>11</dex>
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<con>16</con>
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<int>4</int>
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<wis>14</wis>
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<cha>5</cha>
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<save></save>
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<skill></skill>
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<passive>12</passive>
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<languages>understands the languages you speak</languages>
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<cr></cr>
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<resist></resist>
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<immune></immune>
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<vulnerable></vulnerable>
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<conditionImmune></conditionImmune>
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<senses>darkvision 60 ft.</senses>
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<trait>
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<name>Hit Points</name>
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<text>equal the beast's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
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</trait>
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<trait>
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<name>Amphibious (Water Only)</name>
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<text>The beast can breathe air and water.</text>
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</trait>
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<trait>
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<name>Flyby (Air Only)</name>
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<text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
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</trait>
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<trait>
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<name>Pack Tactics (Land and Water Only)</name>
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<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>
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</trait>
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<action>
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<name>Multiattack</name>
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<text>The beast makes a number of attacks equal to half this spell's level (rounded down).</text>
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</action>
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<action>
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<name>Maul</name>
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<text>Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level piercing damage.</text>
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</action>
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<description>
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Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4</description>
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<environment></environment>
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</monster>
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<monster>
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<name>Celestial Spirit (UA)</name>
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<size>L</size>
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<type>celestial</type>
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<alignment>Neutral Good</alignment>
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<ac>0</ac>
|
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<hp>3</hp>
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<speed>walk 30 ft., fly 40 ft.</speed>
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<str>16</str>
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<dex>14</dex>
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<con>16</con>
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<int>10</int>
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<wis>14</wis>
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<cha>16</cha>
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<save></save>
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<skill></skill>
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<passive>10</passive>
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<languages>Celestial, understands the languages you speak</languages>
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<cr></cr>
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<resist>radiant</resist>
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<immune></immune>
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<vulnerable></vulnerable>
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<conditionImmune>charmed, frightened</conditionImmune>
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<senses>darkvision 60 ft.</senses>
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<trait>
|
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<name>Hit Points</name>
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<text>equal the celestial's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
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</trait>
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<action>
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<name>Multiattack</name>
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<text>The celestial makes a number of attacks equal to half this spell's level (rounded down).</text>
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</action>
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<action>
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<name>Radiant Bow (Avenger Only)</name>
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<text>Ranged Weapon Attack: +2 + the spell's level to hit, range 150/600 ft., one target. 2d6 + 2 + the spell's level radiant damage.</text>
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</action>
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<action>
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<name>Radiant Mace (Defender Only)</name>
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<text>Melee Weapon Attack: +3 + the spell's level 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 temporary hit points equal to the damage dealt, provided it doesn't already have temporary hit points.</text>
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</action>
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<action>
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<name>Healing Touch (1/Day)</name>
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<text>The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.</text>
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</action>
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<description>
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Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4</description>
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<environment></environment>
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</monster>
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<monster>
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<name>Elemental Spirit (UA)</name>
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<size>M</size>
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<type>elemental</type>
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<alignment>Neutral</alignment>
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<ac>0</ac>
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<hp>3</hp>
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<speed>walk 40 ft., fly 40 ft., burrow 40 ft., swim 40 ft.</speed>
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<str>18</str>
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<dex>15</dex>
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<con>17</con>
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<int>4</int>
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<wis>10</wis>
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<cha>16</cha>
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<save></save>
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<skill></skill>
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<passive>10</passive>
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<languages>Primordial, understands the languages you speak</languages>
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<cr></cr>
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<resist>lightning; thunder (air only), piercing; slashing (earth only); acid (water only)</resist>
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<immune>poison; fire (fire only)</immune>
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<vulnerable></vulnerable>
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<conditionImmune>exhaustion, paralyzed, petrified, poisoned, unconscious</conditionImmune>
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<senses>darkvision 60 ft.</senses>
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<trait>
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<name>Hit Points</name>
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<text>equal the elemental's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
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</trait>
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<trait>
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<name>Amorphous Form (Air, Fire, and Water Only)</name>
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<text>The elemental can move through a space as narrow as 1 inch wide without squeezing.</text>
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</trait>
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<action>
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<name>Multiattack</name>
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<text>The elemental makes a number of attacks equal to half this spell's level (rounded down).</text>
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</action>
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<action>
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<name>Slam</name>
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<text>Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).</text>
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</action>
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||||
<description>
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||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5</description>
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<environment></environment>
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</monster>
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<monster>
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||||
<name>Fey Spirit (UA)</name>
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<size>S</size>
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||||
<type>fey</type>
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||||
<alignment>Chaotic Good</alignment>
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<ac>0</ac>
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||||
<hp>2</hp>
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||||
<speed>walk 40 ft.</speed>
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<str>13</str>
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<dex>16</dex>
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<con>14</con>
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||||
<int>14</int>
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||||
<wis>11</wis>
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||||
<cha>16</cha>
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||||
<save></save>
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||||
<skill></skill>
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||||
<passive>10</passive>
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||||
<languages>Sylvan, understands the languages you speak</languages>
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<cr></cr>
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||||
<resist></resist>
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<immune></immune>
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<vulnerable></vulnerable>
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<conditionImmune>charmed</conditionImmune>
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<senses>darkvision 60 ft.</senses>
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||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>equal the fey's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
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</trait>
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<trait>
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<name>Fey Step</name>
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<text>As a bonus action, the fey can magically teleport up to 30 feet to an unoccupied space it can see.</text>
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</trait>
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<trait>
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<name>Darkening Step (Deceitful Only)</name>
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<text>Immediately after using its Fey Step, the fey can fill a 5-foot cube within 5 feet of it with magical darkness, which remains until the end of the fey's next turn.</text>
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</trait>
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<trait>
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<name>Ecstatic Step (Joyful Only)</name>
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<text>Immediately after using its Fey Step, the fey can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC or be charmed by the fey for 1 minute. The charm ends if the fey or any of its companions deals any damage to the target.</text>
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</trait>
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<trait>
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<name>Impassioned Step (Furious Only)</name>
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<text>Immediately after using its Fey Step, the fey has advantage on the next attack roll it makes before the end of its turn.</text>
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</trait>
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<action>
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<name>Multiattack</name>
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<text>The fey makes a number of attacks equal to half this spell's level (rounded down).</text>
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</action>
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<action>
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<name>Shortsword</name>
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<text>Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.</text>
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</action>
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<description>
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Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5</description>
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<environment></environment>
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</monster>
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<monster>
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<name>Fiendish Spirit (UA)</name>
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<size>L</size>
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<type>fiend</type>
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<alignment></alignment>
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<ac>0</ac>
|
||||
<hp>2</hp>
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<speed>walk 40 ft., climb 40 ft., fly 60 ft.</speed>
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<str>13</str>
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<dex>16</dex>
|
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<con>15</con>
|
||||
<int>10</int>
|
||||
<wis>10</wis>
|
||||
<cha>16</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<passive>10</passive>
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<languages>Abyssal, Infernal, telepathy 60 ft.</languages>
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<cr></cr>
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<resist>fire</resist>
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<immune>poison</immune>
|
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<vulnerable></vulnerable>
|
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<conditionImmune>poisoned</conditionImmune>
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||||
<senses>darkvision 60 ft.</senses>
|
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<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>equal the fiend's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
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</trait>
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<trait>
|
||||
<name>Magic Resistance</name>
|
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<text>The fiend has advantage on saving throws against spells and other magical effects.</text>
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</trait>
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<trait>
|
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<name>Death Throes (Demon Only)</name>
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<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>
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</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: +3 + the spell's level 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: +3 + the spell's level 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: +3 + the spell's level 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: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 6</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Shadow Spirit (UA)</name>
|
||||
<size>M</size>
|
||||
<type>monstrosity</type>
|
||||
<alignment>Neutral Evil</alignment>
|
||||
<ac>0</ac>
|
||||
<hp>2</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>Common, 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>equal the shadow's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Bloodthirsty Frenzy (Fury Only)</name>
|
||||
<text>The spirit has advantage on attack rolls against frightened creatures.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Shadow Stealth (Fear Only)</name>
|
||||
<text>While in dim light or darkness, the spirit can take the Hide action as a bonus action.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Weight of Ages (Despair Only)</name>
|
||||
<text>Any beast or humanoid, 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 beast or humanoid'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: +3 + the spell's level to hit, reach 5 ft., one target. 2d8 + 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 of the spirit 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: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Undead Spirit (UA)</name>
|
||||
<size>M</size>
|
||||
<type>undead</type>
|
||||
<alignment>Neutral Evil</alignment>
|
||||
<ac>0</ac>
|
||||
<hp>2</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>Common, 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>equal the undead's Constitution modifier + your spellcasting ability modifier + ten times the spell's level</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Incorporeal Movement (Ghostly Only)</name>
|
||||
<text>The undead can become incorporeal while moving and pass 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 undead 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: +3 + the spell's level 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: +3 + the spell's level to hit, range 150 ft., one target. 2d8 + 3 + the spell's level necrotic damage.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Rotting Claw (Putrid Only)</name>
|
||||
<text>Melee Weapon Attack: +3 + the spell's level 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 or be paralyzed until the end of its next turn.</text>
|
||||
</action>
|
||||
<description>
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 8</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
47
Sources/UnearthedArcana/bestiary-ua-20s2.xml
Executable file
47
Sources/UnearthedArcana/bestiary-ua-20s2.xml
Executable file
@@ -0,0 +1,47 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Dancing Item (UA)</name>
|
||||
<size>L</size>
|
||||
<type>construct</type>
|
||||
<alignment>Neutral</alignment>
|
||||
<ac>16 (natural armor)</ac>
|
||||
<hp>3</hp>
|
||||
<speed>walk 40 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</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>charmed, exhaustion, poisoned, frightened</conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>equal the Dancing Item (UA)'s Constitution modifier + your Charisma modifier + five times your level in this class</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Endless Waltz</name>
|
||||
<text>Immediately after the item makes a slam attack, it can take the Dodge action as a bonus action.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Immutable Form</name>
|
||||
<text>The item is immune to any spell or effect that would alter its form.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Force-Empowered Slam</name>
|
||||
<text>Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. 1d10 + your Charisma modifier force damage.</text>
|
||||
</action>
|
||||
<description>
|
||||
Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
47
Sources/UnearthedArcana/bestiary-ua-20s5.xml
Normal file
47
Sources/UnearthedArcana/bestiary-ua-20s5.xml
Normal file
@@ -0,0 +1,47 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Drake Companion (UA)</name>
|
||||
<size>S</size>
|
||||
<type>dragon</type>
|
||||
<alignment>Any alignment</alignment>
|
||||
<ac>0</ac>
|
||||
<hp>5</hp>
|
||||
<speed>walk 40 ft.</speed>
|
||||
<str>16</str>
|
||||
<dex>12</dex>
|
||||
<con>15</con>
|
||||
<int>8</int>
|
||||
<wis>14</wis>
|
||||
<cha>8</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<passive>12</passive>
|
||||
<languages>Draconic</languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>determined by the drake's draconic essence trait</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Draconic Essence</name>
|
||||
<text>When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity, the damage of its bite, and the damage of its Infused Strikes trait.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Bite</name>
|
||||
<text>Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. 1d6 piercing damage plus PB damage of a type determined by the drake's Draconic Essence.</text>
|
||||
</action>
|
||||
<reaction>
|
||||
<name>Infused Strikes</name>
|
||||
<text>When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Draconic Essence.</text>
|
||||
</reaction>
|
||||
<description>
|
||||
Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 3</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
102
Sources/UnearthedArcana/bestiary-ua-ar.xml
Executable file
102
Sources/UnearthedArcana/bestiary-ua-ar.xml
Executable file
@@ -0,0 +1,102 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Alchemical Homunculus (UA)</name>
|
||||
<size>T</size>
|
||||
<type>construct</type>
|
||||
<alignment>Neutral</alignment>
|
||||
<ac>13 (natural armor)</ac>
|
||||
<hp>0</hp>
|
||||
<speed>walk 20 ft., fly 30 ft.</speed>
|
||||
<str>4</str>
|
||||
<dex>15</dex>
|
||||
<con>11</con>
|
||||
<int>10</int>
|
||||
<wis>10</wis>
|
||||
<cha>7</cha>
|
||||
<save></save>
|
||||
<skill>Perception +4, Stealth +4</skill>
|
||||
<passive>10</passive>
|
||||
<languages>understands the languages you speak</languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>acid, poison</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>equal to five times your level in this class + your Intelligence modifier</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Might of the Master</name>
|
||||
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill bonuses and the bonuses to hit and damage of its Acidic Spittle.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Acidic Spittle</name>
|
||||
<text>Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d6 + 2 acid damage.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Alchemical Salve (3/Day)</name>
|
||||
<text>The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:</text>
|
||||
<text>• Buoyancy: The target gains a flying speed of 10 feet for 10 minutes.</text>
|
||||
<text>• Inspiration: The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).</text>
|
||||
<text>• Resilience: The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.</text>
|
||||
</action>
|
||||
<description>
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 6</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Iron Defender (UA)</name>
|
||||
<size>M</size>
|
||||
<type>construct</type>
|
||||
<alignment>Neutral</alignment>
|
||||
<ac>15 (natural armor)</ac>
|
||||
<hp>0</hp>
|
||||
<speed>walk 40 ft.</speed>
|
||||
<str>14</str>
|
||||
<dex>12</dex>
|
||||
<con>14</con>
|
||||
<int>4</int>
|
||||
<wis>10</wis>
|
||||
<cha>6</cha>
|
||||
<save></save>
|
||||
<skill>Perception +4</skill>
|
||||
<passive>10</passive>
|
||||
<languages>understands the languages you speak</languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>equal to five times your level in this class + your Intelligence modifier + the Iron Defender (UA)'s Constitution modifier</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Might of the Master</name>
|
||||
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the Iron Defender (UA)'s skill bonuses, the bonuses to hit and damage of its bite, and the number of hit points restored by its Repair action.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Vigilant</name>
|
||||
<text>The Iron Defender (UA) can't be surprised.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Bite</name>
|
||||
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. 1d8 + 2 piercing damage.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Repair (3/Day)</name>
|
||||
<text>The magical mechanisms inside the Iron Defender (UA) restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.</text>
|
||||
</action>
|
||||
<reaction>
|
||||
<name>Defensive Pounce</name>
|
||||
<text>The Iron Defender (UA) imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Iron Defender (UA).</text>
|
||||
</reaction>
|
||||
<description>
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 11</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
47
Sources/UnearthedArcana/bestiary-ua-cdw.xml
Executable file
47
Sources/UnearthedArcana/bestiary-ua-cdw.xml
Executable file
@@ -0,0 +1,47 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Wildfire Spirit (UA)</name>
|
||||
<size>S</size>
|
||||
<type>elemental</type>
|
||||
<alignment>Any Chaotic Alignment</alignment>
|
||||
<ac>13 (natural armor)</ac>
|
||||
<hp>0</hp>
|
||||
<speed>walk 20 ft., fly 30 ft.</speed>
|
||||
<str>10</str>
|
||||
<dex>14</dex>
|
||||
<con>14</con>
|
||||
<int>13</int>
|
||||
<wis>15</wis>
|
||||
<cha>11</cha>
|
||||
<save>Dex +4, Con +4, Wis +4</save>
|
||||
<skill>Nature +4</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>equal to the Wildfire Spirit (UA)'s Constitution modifier + your Wisdom modifier + five times your level in this class</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Soul Bond</name>
|
||||
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit's skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Flame Seed</name>
|
||||
<text>Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d6 + 2 fire damage.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Fiery Teleportation (Recharges after a Short or Long Rest)</name>
|
||||
<text>The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage.</text>
|
||||
</action>
|
||||
<description>
|
||||
Source: Unearthed Arcana: Cleric Druid Wizard p. 3</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
99
Sources/UnearthedArcana/bestiary-ua-cfv.xml
Executable file
99
Sources/UnearthedArcana/bestiary-ua-cfv.xml
Executable file
@@ -0,0 +1,99 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Beast of the Air (UA)</name>
|
||||
<size>S</size>
|
||||
<type>beast</type>
|
||||
<alignment>Neutral</alignment>
|
||||
<ac>13</ac>
|
||||
<hp>1</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>Dex +5, Con +3, Wis +4</save>
|
||||
<skill>Perception +4, Stealth +5</skill>
|
||||
<passive>14</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>equal the beast's Constitution modifier + your Wisdom modifier + five 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 Rebirth</name>
|
||||
<text>If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Ready Companion</name>
|
||||
<text>As a bonus action, you can command the beast to make its shred attack or to Hide.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Shred</name>
|
||||
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1d6 + 3 slashing damage.</text>
|
||||
</action>
|
||||
<description>
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 8</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Beast of the Earth (UA)</name>
|
||||
<size>M</size>
|
||||
<type>beast</type>
|
||||
<alignment>Neutral</alignment>
|
||||
<ac>12</ac>
|
||||
<hp>2</hp>
|
||||
<speed>walk 40 ft., climb or swim 40 ft. (your choice when you bond with the beast)</speed>
|
||||
<str>14</str>
|
||||
<dex>14</dex>
|
||||
<con>15</con>
|
||||
<int>8</int>
|
||||
<wis>14</wis>
|
||||
<cha>11</cha>
|
||||
<save>Dex +4, Con +4, Wis +4</save>
|
||||
<skill>Perception +4, Stealth +4</skill>
|
||||
<passive>14</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>equal the beast's Constitution modifier + your Wisdom modifier + 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. The DC equals your spell save DC. 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 Rebirth</name>
|
||||
<text>If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Ready Companion</name>
|
||||
<text>As a bonus action, you can command the beast to make its maul attack or to Hide.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Maul</name>
|
||||
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1d6 + 2 slashing damage.</text>
|
||||
</action>
|
||||
<description>
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 9</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
117
Sources/UnearthedArcana/class-artificer-ua-2020subclassespt3.xml
Normal file
117
Sources/UnearthedArcana/class-artificer-ua-2020subclassespt3.xml
Normal file
@@ -0,0 +1,117 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Artificer</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Armorer</name>
|
||||
<text>An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Armor Model</name>
|
||||
<text>3rd-level Armorer feature</text>
|
||||
<text>You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it.</text>
|
||||
<text>Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.</text>
|
||||
<text>You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.</text>
|
||||
<text></text>
|
||||
<text>Guardian</text>
|
||||
<text> You design your armor to be in the frontline of conflict. It has the following features:</text>
|
||||
<text></text>
|
||||
<text> Thunder Gauntlets.</text>
|
||||
<text>• Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.</text>
|
||||
<text> Defensive Field.</text>
|
||||
<text>• You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Infiltrator</text>
|
||||
<text> You customize your armor for subtle undertakings. It has the following features:</text>
|
||||
<text></text>
|
||||
<text> Lightning Launcher.</text>
|
||||
<text>• A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.</text>
|
||||
<text> Powered Steps.</text>
|
||||
<text>• Your walking speed increases by 5 feet.</text>
|
||||
<text> Second Skin.</text>
|
||||
<text>• The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Armorer Spells</name>
|
||||
<text>3rd-level Armorer feature</text>
|
||||
<text>You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
|
||||
<text></text>
|
||||
<text>Armorer Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | magic missile, shield</text>
|
||||
<text>5th | mirror image, shatter</text>
|
||||
<text>9th | hypnotic pattern, lightning bolt</text>
|
||||
<text>13th | fire shield, greater invisibility</text>
|
||||
<text>17th | passwall, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Power Armor</name>
|
||||
<text>3rd-level Armorer feature</text>
|
||||
<text>Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith's tools in hand.</text>
|
||||
<text>You gain the following benefits while wearing the power armor:</text>
|
||||
<text>• If the armor normally has a Strength requirement, the power armor lacks this requirement for you.</text>
|
||||
<text>• You can use the power armor as a spellcasting focus for your artificer spells.</text>
|
||||
<text>• The power armor attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.</text>
|
||||
<text>The armor continues to be power armor until you doff it, you don another suit of armor, or you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Tools of the Trade</name>
|
||||
<text>3rd-level Armorer feature</text>
|
||||
<text>You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Extra Attack</name>
|
||||
<text>5th-level Armorer feature</text>
|
||||
<text>You can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Armor Modifications</name>
|
||||
<text>9th-level Armorer feature</text>
|
||||
<text>You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Armorer (UA): Perfected Armor</name>
|
||||
<text>15th-level Armorer feature</text>
|
||||
<text>Your power armor gains additional benefits based on its model, as shown below.</text>
|
||||
<name>Armorer (UA): Guardian</name>
|
||||
<text> Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.</text>
|
||||
<text> You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.</text>
|
||||
<name>Armorer (UA): Infiltrator</name>
|
||||
<text> Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
549
Sources/UnearthedArcana/class-artificer-ua-artificer.xml
Normal file
549
Sources/UnearthedArcana/class-artificer-ua-artificer.xml
Normal file
@@ -0,0 +1,549 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Artificer (UA)</name>
|
||||
<hd>8</hd>
|
||||
<proficiency>Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight Of Hand</proficiency>
|
||||
<numSkills>2</numSkills>
|
||||
<spellAbility>Intelligence</spellAbility>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Starting Artificer (UA)</name>
|
||||
<text>As a 1st-level Artificer (UA), 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</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, Deception, History, Investigation, Medicine, Nature, Religion, Sleight Of Hand</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
<text>• (a) a handaxe and a light hammer or (b) any two simple weapons</text>
|
||||
<text>• a light crossbow and crossbow bolts (20)</text>
|
||||
<text>• (a) scale mail or (b) studded leather armor</text>
|
||||
<text>• thieves' tools and a dungeoneer's pack</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light, medium</armor>
|
||||
<weapons>simple</weapons>
|
||||
<tools>Thieves' tools, tinker's tools, one type of artisan's tools of your choice</tools>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Artificer (UA) Specialist</name>
|
||||
<text>At 1st level, you choose the type of Artificer (UA) Specialist you are from the list of available specialisations. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA) Specialist: Alchemist</name>
|
||||
<text>An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Alchemical Formula</name>
|
||||
<text>At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.</text>
|
||||
<text>To use any of these options, your Alchemist's Satchel must be within reach.</text>
|
||||
<text>If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Alchemist's Satchel</name>
|
||||
<text>At 1st level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.</text>
|
||||
<text>If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA) Specialist: Gunsmith</name>
|
||||
<text>A master of engineering, you forge a firearm powered by a combination of science and magic.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Gunsmith: Arcane Magazine</name>
|
||||
<text>At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.</text>
|
||||
<text>You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.</text>
|
||||
<text>If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Gunsmith: Master Smith</name>
|
||||
<text>When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the mending cantrip.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Gunsmith: Thunder Cannon</name>
|
||||
<text>At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.</text>
|
||||
<text>You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action.</text>
|
||||
<text>If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Magic Item Analysis</name>
|
||||
<text>Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the Artificer (UA) spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
<name>Tool Expertise</name>
|
||||
<text>Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
<name>Wondrous Invention</name>
|
||||
<text>At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current Artificer (UA) level or a lower level. These magic items are detailed in the Dungeon Master's Guide.</text>
|
||||
<text></text>
|
||||
<text>2nd Level:</text>
|
||||
<text> Bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones</text>
|
||||
<text></text>
|
||||
<text>5th Level:</text>
|
||||
<text> Alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets</text>
|
||||
<text></text>
|
||||
<text>10th Level:</text>
|
||||
<text> Bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack</text>
|
||||
<text></text>
|
||||
<text>15th Level:</text>
|
||||
<text> Boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing</text>
|
||||
<text></text>
|
||||
<text>20th Level:</text>
|
||||
<text> Eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<slots>0, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Masterwork Feature</name>
|
||||
<text>At 3rd level, you gain a feature from your Artificer (UA) Specialist.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA) 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 (UA) traditions, and its versatility has long been valued during times of war and peace.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 5</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 (UA) spells for you, but they don't count against the number of Artificer (UA) 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: Unearthed Arcana: Artificer p. 5</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: Unearthed Arcana: Artificer p. 5</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: Unearthed Arcana: Artificer p. 5</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: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA) Specialist: Alchemist</name>
|
||||
<text>An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among Artificer (UA)s, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 5</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: Unearthed Arcana: Artificer p. 5</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 (UA) spells for you, but they don't count against the number of Artificer (UA) 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: Unearthed Arcana: Artificer p. 5</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>
|
||||
<name>Alchemist: Proficiencies</name>
|
||||
<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>
|
||||
<name>Alchemist: Crafting</name>
|
||||
<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: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Gunsmith: Thunder Monger</name>
|
||||
<text>At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.</text>
|
||||
<text>This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Spellcasting</name>
|
||||
<text>As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.</text>
|
||||
<text></text>
|
||||
<text>Spell Slots:</text>
|
||||
<text> The Artificer (UA) table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Spells Known of 1st Level and Higher:</text>
|
||||
<text> You know three 1st-level spells of your choice from the Artificer (UA) spell list (which appears at the end of this document). The Spells Known column of the Artificer (UA) table shows when you learn more Artificer (UA) spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer (UA) table. Additionally, when you gain a level in this class, you can choose one of the Artificer (UA) spells you know from this feature and replace it with another spell from the Artificer (UA) spell list. The new spell must also be of a level for which you have spell slots on the Artificer (UA) table.</text>
|
||||
<text></text>
|
||||
<text>Spellcasting Ability:</text>
|
||||
<text> Intelligence is your spellcasting ability for your Artificer (UA) spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Artificer (UA) spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Artificer (UA) spell you cast and when making an attack roll with one.</text>
|
||||
<text></text>
|
||||
<text>Spellcasting Focus:</text>
|
||||
<text> You can use an arcane focus as a spellcasting focus for your Artificer (UA) spells. See chapter 5, "Equipment," in the Player's Handbook for various arcane focus options.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
<slots>0, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
<feature>
|
||||
<name>Infuse Magic</name>
|
||||
<text>Starting at 4th level, you gain the ability to channel your Artificer (UA) spells into objects for later use. When you cast an Artificer (UA) spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.</text>
|
||||
<text>Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.</text>
|
||||
<text>When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 4th, 8th, 12th, 16th, and 18th 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></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<slots>0, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature>
|
||||
<name>Superior Attunement</name>
|
||||
<text>At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature>
|
||||
<name>Wondrous Invention</name>
|
||||
<text>At 5th level, you craft another item from your Wondrous Invention feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<slots>0, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature>
|
||||
<name>Mechanical Servant</name>
|
||||
<text>At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.</text>
|
||||
<text>Select a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:</text>
|
||||
<text>• It is a construct instead of a beast.</text>
|
||||
<text>• It can't be charmed.</text>
|
||||
<text>• It is immune to poison damage and the poisoned condition.</text>
|
||||
<text>• It gains darkvision with a range of 60 feet if it doesn't have it already.</text>
|
||||
<text>• It understands the languages you can speak when you create it, but it can't speak.</text>
|
||||
<text>• If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.</text>
|
||||
<text>The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.</text>
|
||||
<text>If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<slots>0, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<slots>0, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="8" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>At 8th level, you gain another Ability Score Improvement.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<slots>0, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature>
|
||||
<name>Masterwork Feature</name>
|
||||
<text>At 9th level, you gain a feature from your Artificer (UA) Specialist.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</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: Unearthed Arcana: Artificer p. 5</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: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Gunsmith: Blast Wave</name>
|
||||
<text>Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.</text>
|
||||
<text>This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<slots>0, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature>
|
||||
<name>Wondrous Invention</name>
|
||||
<text>At 10th level, you craft another item from your Wondrous Invention feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<slots>0, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="12">
|
||||
<slots>0, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="12" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>At 12th level, you gain another Ability Score Improvement.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<slots>0, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<slots>0, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature>
|
||||
<name>Masterwork Feature</name>
|
||||
<text>At 14th level, you gain a feature from your Artificer (UA) Specialist.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Extra Alchemical Formula</name>
|
||||
<text>At 14th level, you learn an additional Alchemical Formula.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Chemical Savant</name>
|
||||
<text>By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.</text>
|
||||
<text>In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Gunsmith: Piercing Round</name>
|
||||
<text>Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<slots>0, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature>
|
||||
<name>Superior Attunement</name>
|
||||
<text>Starting at 15th level, you can attune to up to five magic items.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature>
|
||||
<name>Wondrous Invention</name>
|
||||
<text>At 15th level, you craft another item from your Wondrous Invention feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="16">
|
||||
<slots>0, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="16" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>At 16th level, you gain another Ability Score Improvement.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<slots>0, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature>
|
||||
<name>Masterwork Feature</name>
|
||||
<text>At 17th level, you gain a feature from your Artificer (UA) Specialist.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Extra Alchemical Formula</name>
|
||||
<text>At 17th level, you learn an additional Alchemical Formula.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Gunsmith: Explosive Round</name>
|
||||
<text>Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<slots>0, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="18" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>At 18th level, you gain another Ability Score Improvement.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="19">
|
||||
<slots>0, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<slots>0, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature>
|
||||
<name>Soul of Artifice</name>
|
||||
<text>At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,783 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Artificer (Revisited) (UA)</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 (Revisited) (UA)</name>
|
||||
<text>As a 1st-level Artificer (Revisited) (UA), 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, hand crossbows, heavy crossbows</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</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: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Multiclass Artificer (Revisited) (UA)</name>
|
||||
<text>To multiclass as a Artificer (Revisited) (UA), 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: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light, medium, shields</armor>
|
||||
<weapons>simple, hand crossbows, heavy crossbows</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>Magical Tinkering</name>
|
||||
<text>At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves' tools, tinker's tools, or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:</text>
|
||||
<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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Spellcasting</name>
|
||||
<text>You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited 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 through various items.</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 tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.</text>
|
||||
<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>Cantrips:</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 in 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>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 shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.</text>
|
||||
<text> Such details don't limit you in any way or provide you with any benefit. 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>Source: Unearthed Arcana: Artificer Revisited p. 1</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>Infusions Known:</text>
|
||||
<text> When you gain this feature, pick three artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.</text>
|
||||
<text> Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.</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, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in the Dungeon Master's Guide, page 136).</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. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.</text>
|
||||
<text></text>
|
||||
<text>Artificer Infusions:</text>
|
||||
<text> Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.</text>
|
||||
<text> The description of each infusion tells you the type of item that can receive it. The description also tells you if 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 the infusion more than once.</text>
|
||||
<text> See the Class Feature Options page for the full list of infusions.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</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: Alchemist, Archivist, or Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd level and again at 6th and 14th level.</text>
|
||||
<text></text>
|
||||
<text>Variant: Crafting:</text>
|
||||
<text> An artificer subclass makes you more efficient at crafting certain items. The feature you get from your subclass works whether you're using the crafting rules in the Player's Handbook, Dungeon Master's Guide, or Xanathar's Guide to Everything.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</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: Unearthed Arcana: Artificer Revisited p. 6</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: Unearthed Arcana: Artificer Revisited p. 6</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: Unearthed Arcana: Artificer Revisited p. 6</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: Unearthed Arcana: Artificer Revisited p. 6</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: Unearthed Arcana: Artificer Revisited p. 6</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: Unearthed Arcana: Artificer Revisited p. 6</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: Unearthed Arcana: Artificer Revisited p. 6</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: Unearthed Arcana: Artificer Revisited p. 6</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: Unearthed Arcana: Artificer Revisited p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer Specialist: Archivist</name>
|
||||
<text>What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Archivist: Archivist 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 Archivist 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>Archivist Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | comprehend languages, dissonant whispers</text>
|
||||
<text>5th | detect thoughts, locate object</text>
|
||||
<text>9th | hypnotic pattern, tongues</text>
|
||||
<text>13th | locate creature, phantasmal killer</text>
|
||||
<text>17th | legend lore, modify memory</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Archivist: Artificial Mind</name>
|
||||
<text>At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.</text>
|
||||
<text>The magic item has the following properties.</text>
|
||||
<name>Archivist: Telepathic Advisor</name>
|
||||
<text> The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.</text>
|
||||
<name>Archivist: Manifest Mind</name>
|
||||
<text> As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material.</text>
|
||||
<text> While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).</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. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.</text>
|
||||
<text> When you cast an artificer 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 Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<name>Archivist: Information Overload</name>
|
||||
<text> As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.</text>
|
||||
<text> Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.</text>
|
||||
<text></text>
|
||||
<text>Artificial Mind</text>
|
||||
<text>Main Material | Skill Proficiencies | Suggested Appearance</text>
|
||||
<text>Animal (parchment, leather, bone) | Animal Handling, Insight, Medicine, Perception, Survival | A beast or a humanoid visage with antlers</text>
|
||||
<text>Mineral (glass, stone, metal) | Deception, Intimidation, Performance, Persuasion | A robotic or golem-like face</text>
|
||||
<text>Plant (paper, wood) | Arcana, History, Investigation, Nature, Religion | A bespectacled visage or a treant</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Archivist: The First Warforged Minds</name>
|
||||
<text>Warforged were originally created by House Cannith to fight as subservient beings, having limited self-awareness. The development of the autonomous warforged consciousness has been presented as an accidental breakthrough. However, rumors abound that it was the work of pioneering archivist Aaren d'Cannith, who planted the seed of autonomy in the warforged mind. This fact is now difficult to verify, for the development team's records were destroyed and Aaren d'Cannith disappeared under mysterious circumstances. Many believe that Aaren is still determined to help the warforged evolve and that he might be working with the sinister Lord of Blades.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Archivist: 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>Archivist: Proficiencies</name>
|
||||
<text> You gain proficiency with calligrapher's supplies and the forgery kit, assuming you don't already have them. You also gain calligrapher's supplies and a forgery kit for free—the result of tinkering you've done as you've prepared for this specialization.</text>
|
||||
<name>Archivist: Crafting</name>
|
||||
<text> If you craft a magic item in the scroll 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: Unearthed Arcana: Artificer Revisited p. 7</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: Unearthed Arcana: Artificer Revisited p. 9</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: Unearthed Arcana: Artificer Revisited p. 9</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: Unearthed Arcana: Artificer Revisited p. 9</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: Unearthed Arcana: Artificer Revisited p. 9</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: Unearthed Arcana: Artificer Revisited p. 9</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: Unearthed Arcana: Artificer Revisited p. 9</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: Unearthed Arcana: Artificer Revisited p. 9</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: Unearthed Arcana: Artificer Revisited p. 9</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</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: Unearthed Arcana: Artificer Revisited p. 11</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Tool Expertise</name>
|
||||
<text>Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</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: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<slots>2, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature>
|
||||
<name>Arcane Armament</name>
|
||||
<text>Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<slots>2, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature>
|
||||
<name>Artificer Specialist Feature</name>
|
||||
<text>At 6th level, you gain a feature granted by your Artificer Specialist choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Alchemical Mastery</name>
|
||||
<text>At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When 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 or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).</text>
|
||||
<text>In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Archivist: Mind Network</name>
|
||||
<text>At 6th level, you've learned how to use your artifices to access minds, both to communicate and to harm.</text>
|
||||
<name>Archivist: Magical Telephony</name>
|
||||
<text> While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.</text>
|
||||
<name>Archivist: Psychic Damage</name>
|
||||
<text> When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Wand Prototype</name>
|
||||
<text>By 6th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver's tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don't know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand's magic). The wand loses this magic when you finish your next long rest.</text>
|
||||
<text>Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1).</text>
|
||||
<text>When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Arcane Jolt</name>
|
||||
<text>At 6th level, you learn new ways to channel arcane energy through your weapon attacks and your iron defender.</text>
|
||||
<text>First, your iron defender's bite attack is now considered magical for the purposes of bypassing resistances and immunities, thanks to enhancements you've made to the creature in your free time.</text>
|
||||
<text>Second, when you or your iron defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:</text>
|
||||
<text>• The target takes an extra 2d4 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 2d4 hit points to it.</text>
|
||||
<text>You can channel this magical 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 of this feature when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 11</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<slots>2, 4, 3</slots>
|
||||
</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: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<slots>2, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<slots>3, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature>
|
||||
<name>The Right Cantrip for the Job</name>
|
||||
<text>At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<slots>3, 4, 3, 3</slots>
|
||||
</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: Unearthed Arcana: Artificer Revisited p. 1</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>Artificer Specialist Feature</name>
|
||||
<text>At 14th level, you gain a feature granted by your Artificer Specialist choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Extra Alchemical Formula</name>
|
||||
<text>At 14th level, you learn an additional Alchemical Formula.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Chemical Savant</name>
|
||||
<text>By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.</text>
|
||||
<text>In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Archivist: Pure Information</name>
|
||||
<text>At 14th level, your Artificial Mind is able to receive and transmit more information than ever before.</text>
|
||||
<name>Archivist: Mind Overload</name>
|
||||
<text> When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.</text>
|
||||
<name>Archivist: Infoportation</name>
|
||||
<text> As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.</text>
|
||||
<text> You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Fortified Position</name>
|
||||
<text>Starting at 14th level, you're a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits.</text>
|
||||
<text>You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn't disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Improved Defender</name>
|
||||
<text>At 14th level, your Arcane Jolt and iron defender become more powerful:</text>
|
||||
<text>• The extra damage and the healing of your Arcane Jolt both increase to 4d4.</text>
|
||||
<text>• Whenever your iron defender uses its Defensive Pounce, the attacker takes force damage equal to 1d4 + your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 11</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<slots>4, 4, 3, 3, 2</slots>
|
||||
</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: Unearthed Arcana: Artificer Revisited p. 1</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>Spell-Storing Item</name>
|
||||
<text>When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don't need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier.</text>
|
||||
<text>The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</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: Unearthed Arcana: Artificer Revisited p. 1</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, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Artificer Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,73 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Barbarian</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Beast (UA): Path of the Beast</name>
|
||||
<text>Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.</text>
|
||||
<text>Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly 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 the curse.</text>
|
||||
<text>2 | You are descended from a legendary druid, a fact manifested by your 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: Unearthed Arcana: 2020 Subclasses Pt1 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Beast (UA): 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 your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:</text>
|
||||
<text></text>
|
||||
<text> Bite</text>
|
||||
<text>• Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).</text>
|
||||
<text> Claws</text>
|
||||
<text>• Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.</text>
|
||||
<text> Tail</text>
|
||||
<text>• You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Beast (UA): Bestial Soul</name>
|
||||
<text>6th-level Path of the Beast feature</text>
|
||||
<text>The feral spirit within you grows in power, 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 call on the feral spirit 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 a 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: Unearthed Arcana: 2020 Subclasses Pt1 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Beast (UA): 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 spirit 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>• Target takes 2d12 psychic damage.</text>
|
||||
<text>You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Beast (UA): Call the Hunt</name>
|
||||
<text>14th-level Path of the Beast feature</text>
|
||||
<text>The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,78 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Barbarian</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Wild Soul (UA): Path of the Wild Soul</name>
|
||||
<text>The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body.</text>
|
||||
<text>When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Wild Soul (UA): Lingering Magic</name>
|
||||
<text>At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).</text>
|
||||
<text>You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Wild Soul (UA): Wild Surge</name>
|
||||
<text>Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.</text>
|
||||
<text>If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.</text>
|
||||
<text></text>
|
||||
<text>Wild Surge</text>
|
||||
<text>d8 | Effect</text>
|
||||
<text>1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.</text>
|
||||
<text>2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.</text>
|
||||
<text>3 | You conjure 1d4 intangible spirits that look like flumph in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.</text>
|
||||
<text>4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.</text>
|
||||
<text>5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.</text>
|
||||
<text>6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.</text>
|
||||
<text>7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.</text>
|
||||
<text>8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Wild Soul (UA): Magic Reserves</name>
|
||||
<text>At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can't recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.</text>
|
||||
<text>You take force damage equal to five times the number rolled.</text>
|
||||
<text>When you reach 14th level in this class, you increase the die to a d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Wild Soul (UA): Arcane Rebuke</name>
|
||||
<text>At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Wild Soul (UA): Chaotic Fury</name>
|
||||
<text>At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Wild Soul (UA): Improved Magic Reserves</name>
|
||||
<text>At 14th level, you increase your magic reserves die to a d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,158 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Barbarian</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian (UA): Path of the Ancestral Guardian</name>
|
||||
<text>Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.</text>
|
||||
<text>Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.</text>
|
||||
<text>In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian (UA): Ancestral Protectors</name>
|
||||
<text>Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Storm Herald (UA): Path of the Storm Herald</name>
|
||||
<text>Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.</text>
|
||||
<text>Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Storm Herald (UA): Storm of Fury</name>
|
||||
<text>When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage. While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment.</text>
|
||||
<name>Path of the Storm Herald (UA): Desert</name>
|
||||
<text> Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4.</text>
|
||||
<name>Path of the Storm Herald (UA): Sea</name>
|
||||
<text> At the end of each of your turns, you can choose a creature in your aura other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level.</text>
|
||||
<name>Path of the Storm Herald (UA): Tundra</name>
|
||||
<text> Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Zealot (UA): Path of the Zealot</name>
|
||||
<text>Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.</text>
|
||||
<text>A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Zealot (UA): Divine Fury</name>
|
||||
<text>Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Zealot (UA): Warrior of the Gods</name>
|
||||
<text>At 3rd level, your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian (UA): Ancestral Shield</name>
|
||||
<text>Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than rage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Storm Herald (UA): Storm Soul</name>
|
||||
<text>At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level.</text>
|
||||
<name>Path of the Storm Herald (UA): Desert</name>
|
||||
<text> You gain resistance to fire damage and don't suffer the effects of extreme heat.</text>
|
||||
<name>Path of the Storm Herald (UA): Sea</name>
|
||||
<text> You gain resistance to lightning damage and can breathe underwater.</text>
|
||||
<name>Path of the Storm Herald (UA): Tundra</name>
|
||||
<text> Tundra. You gain resistance to cold damage and don't suffer the effects of extreme cold.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Zealot (UA): Zealous Focus</name>
|
||||
<text>At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can't rage again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian (UA): Consult the Spirits</name>
|
||||
<text>At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Storm Herald (UA): Shield of the Storm</name>
|
||||
<text>At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Zealot (UA): Zealous Presence</name>
|
||||
<text>At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian (UA): Vengeful Ancestors</name>
|
||||
<text>At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Storm Herald (UA): Raging Storm</name>
|
||||
<text>At 14th level, the power of the storm you channel grows mightier.</text>
|
||||
<name>Path of the Storm Herald (UA): Desert</name>
|
||||
<text> The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature's speed drops to 0 until the start of its next turn.</text>
|
||||
<name>Path of the Storm Herald (UA): Sea</name>
|
||||
<text> Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.</text>
|
||||
<name>Path of the Storm Herald (UA): Tundra</name>
|
||||
<text> The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Zealot (UA): Rage Beyond Death</name>
|
||||
<text>Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.</text>
|
||||
<text>While raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian Primal Paths p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,48 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Barbarian</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian v2 (UA): Path of the Ancestral Guardian v2</name>
|
||||
<text>Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.</text>
|
||||
<text>Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.</text>
|
||||
<text>In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian v2 (UA): Ancestral Protectors</name>
|
||||
<text>Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, the first creature you hit with an attack on your turn becomes the target of these warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the creature's attacks.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian v2 (UA): Ancestral Shield</name>
|
||||
<text>Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction and reduce that damage by 2d8. When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian v2 (UA): Consult the Spirits</name>
|
||||
<text>At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far-off lands. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell. After you cast the spell in this way, you can't do so again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Path of the Ancestral Guardian v2 (UA): Vengeful Ancestors</name>
|
||||
<text>At 14th level, your ancestral spirits grow powerful enough to strike foes that dare harm those that you protect. When you use your Spirit Shield Ability to protect a creature damaged by an attack, the attacker takes the same amount of damage that the Spirit Shield protects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
56
Sources/UnearthedArcana/class-bard-ua-2020subclassespt2.xml
Normal file
56
Sources/UnearthedArcana/class-bard-ua-2020subclassespt2.xml
Normal file
@@ -0,0 +1,56 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Bard</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Creation (UA): College of Creation</name>
|
||||
<text>Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most.</text>
|
||||
<text>Members of this college might have developed their powers during experiences on other worlds or planes of existence. Those who have seen the commonalities of multiple realities might have learned how to tap into truths most mortals glimpse only for a moment. Alternatively, the bard might find themselves out of step with their own home plane, reality, or time, their connections to elsewhere allowing them to manipulate the space around them. Regardless of where a bard draws their powers from, other performers might be drawn to them, either to learn their secrets or to put an end to their dangerous manipulation of the Song of Creation.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Creation (UA): Note of Potential</name>
|
||||
<text>3rd-level College of Creation feature</text>
|
||||
<text>You can manipulate the Song of Creation to summon a floating musical note of possibility: Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature with a note can use it in the following ways.</text>
|
||||
<text></text>
|
||||
<text>Note of Destruction</text>
|
||||
<text> Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.</text>
|
||||
<text></text>
|
||||
<text>Note of Protection</text>
|
||||
<text> Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points.</text>
|
||||
<text></text>
|
||||
<text>Note of Ingenuity</text>
|
||||
<text> When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to roll the Bardic Inspiration die again and choose which roll to use.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Creation (UA): Animating Performance</name>
|
||||
<text>6th-level College of Creation feature</text>
|
||||
<text>Your mastery over the Song of Creation allows you to magically bring items to life. As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block and is under your control for 1 hour or until it is reduced to 0 hit points.</text>
|
||||
<text>In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.</text>
|
||||
<text>When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action.</text>
|
||||
<text>Once you animate an item with this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Creation (UA): Performance of Creation</name>
|
||||
<text>14th-level College of Creation feature</text>
|
||||
<text>Your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level and must be Large or smaller. Tiny glimmering, intangible notes float around it, and a creature can faintly hear music when touching it. For examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, "Equipment," of the Player's Handbook.</text>
|
||||
<text>The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item's duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your bard level.</text>
|
||||
<text>Once you create an item with this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 5th level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
88
Sources/UnearthedArcana/class-bard-ua-2020subclassespt4.xml
Normal file
88
Sources/UnearthedArcana/class-bard-ua-2020subclassespt4.xml
Normal file
@@ -0,0 +1,88 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Bard</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Spirits (UA): College of Spirits</name>
|
||||
<text>Stories of the past are powerful; they hold lessons of history, philosophy, and magic. Bards of the College of Spirits seek the stories of those from beyond the material plane. Using gaming sets, they reach out to hear their stories, but the bards have no control over what story they find.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Spirits (UA): Guiding Whispers</name>
|
||||
<text>3rd-level College of Spirits feature</text>
|
||||
<text>You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Spirits (UA): Spiritual Focus</name>
|
||||
<text>3rd-level College of Spirits feature</text>
|
||||
<text>Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.</text>
|
||||
<text>At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Spirits (UA): Tales from Beyond</name>
|
||||
<text>3rd-level College of Spirits feature</text>
|
||||
<text>You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits' Tales table using your Bardic Inspiration die to determine the tale told. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.</text>
|
||||
<text>You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.</text>
|
||||
<text>You can retain only one of these tales in mind at a time, and rolling on the Spirits' Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.</text>
|
||||
<text></text>
|
||||
<text>Spirits' Tales</text>
|
||||
<text>Bardic Insp. Die | Tale</text>
|
||||
<text>1 | 1 Beast. You recite the tale of a clever animal. For 1 minute, the target has advantage on Wisdom (Perception) checks and advantage on attack rolls against a creature if another enemy is within 5 feet of it, and that enemy isn't incapacitated.</text>
|
||||
<text>2 | 2 Warrior. You recount the story of a renowned duelist. Make a melee spell attack against the target as an attacking spectral warrior briefly appears in an unoccupied space within 5 feet of the target before vanishing. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.</text>
|
||||
<text>3 | 3 Friends. You recite the tale of friends who found each other in the afterlife. The target and another creature of its choice it can see within 5 feet of it regains hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.</text>
|
||||
<text>4 | 4 Runaway. You tell the tale of an adventurer that could escape any confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction.</text>
|
||||
<text>5 | 5 Avenger. You recount the tale of an avenging knight. For 1 minute, whenever a creature the target can see within 30 feet of it is damaged by a creature, the target can use its reaction to deal force damage equal to a roll of your Bardic Inspiration die to the attacker.</text>
|
||||
<text>6 | 6 Hero. You speak the tale of an epic hero. Choose a creature you can see within 30 feet of you. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet.</text>
|
||||
<text>7 | 7 Fey. You recount the tale of a mischievous fey. The target must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn. The charmed target must use its action to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no other creature.</text>
|
||||
<text>8 | 8 Dark Spirit. You speak a dreadful tale of a slayer in the dark. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, that creature takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of its next turn.</text>
|
||||
<text>9 | 9 Giant. You speak of the deeds of a mighty giant. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw, taking force damage equal to two rolls of your Bardic Inspiration die on a failed save and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.</text>
|
||||
<text>10 | 10 Dragon. You breathe a poem of a wrathful dragon. The target magically spews fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>11 | 11 Celestial. You speak of the exalted deeds of a celestial. The target regains hit points equal to two rolls of your Bardic Inspiration die + your bard level, and you end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.</text>
|
||||
<text>12 | 12 Unknown. You utter an incomprehensible fable from a being beyond the stars. Choose a creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die, and the target is unable to speak any language for 1 minute.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Spirits (UA): Spirit Session</name>
|
||||
<text>6th-level College of Spirits feature</text>
|
||||
<text>You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.</text>
|
||||
<text>The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.</text>
|
||||
<text>Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Spirits (UA): Spiritual Focus</name>
|
||||
<text>6th-level College of Spirits feature</text>
|
||||
<text>At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Spirits (UA): Mystical Connection</name>
|
||||
<text>14th-level College of Spirits feature</text>
|
||||
<text>Your connection to spirits has become semi-permanent. Whenever you use your Tales from Beyond feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die. You still use your Bardic Inspiration die for the tale's effect, without expending it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
54
Sources/UnearthedArcana/class-bard-ua-bardandpaladin.xml
Normal file
54
Sources/UnearthedArcana/class-bard-ua-bardandpaladin.xml
Normal file
@@ -0,0 +1,54 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Bard</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence (UA): 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 powerful than objective truth. 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 entire audiences.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence (UA): Soothing Words</name>
|
||||
<text>3rd-level College of Eloquence feature</text>
|
||||
<text>You can now cast calm emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence (UA): Universal Speech</name>
|
||||
<text>3rd-level College of Eloquence feature</text>
|
||||
<text>You have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn't speak any languages.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence (UA): Undeniable Logic</name>
|
||||
<text>6th-level College of Eloquence feature</text>
|
||||
<text>You can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow.</text>
|
||||
<text>As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 of you that can hear you, then roll your Bardic Inspiration die and choose one of the following:</text>
|
||||
<text>• The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.</text>
|
||||
<text>• The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence (UA): Infectious Inspiration</name>
|
||||
<text>14th-level College of Eloquence feature</text>
|
||||
<text>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>In addition, when a creature 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. 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: Unearthed Arcana: Bard And Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
110
Sources/UnearthedArcana/class-bard-ua-bardbardcolleges.xml
Normal file
110
Sources/UnearthedArcana/class-bard-ua-bardbardcolleges.xml
Normal file
@@ -0,0 +1,110 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Bard</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Glamour (UA): College of Glamour</name>
|
||||
<text>The College of Glamour is open to those bards who mastered their craft in the vibrant, deadly realm of the Feywild. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.</text>
|
||||
<text>The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Glamour (UA): Enthralling Performance</name>
|
||||
<text>Starting at 3rd level, you can charge your performance with seductive fey magic.</text>
|
||||
<text>If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.</text>
|
||||
<text>If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.</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: Unearthed Arcana: Bard Bard Colleges p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Glamour (UA): Mantle of Inspiration</name>
|
||||
<text>When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed.</text>
|
||||
<text>As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points.</text>
|
||||
<text>When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you.</text>
|
||||
<text>The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Whispers (UA): College of Whispers</name>
|
||||
<text>Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.</text>
|
||||
<text>Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards' reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Whispers (UA): Venomous Blades</name>
|
||||
<text>When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment.</text>
|
||||
<text>When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn.</text>
|
||||
<text>The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Whispers (UA): Venomous Words</name>
|
||||
<text>At 3rd level, you learn to infuse innocent-seeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia.</text>
|
||||
<text>If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there.</text>
|
||||
<text>If the target succeeds on its save, the target has no hint that you tried to frighten it.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short rest or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Glamour (UA): Mantle of Majesty</name>
|
||||
<text>At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, you can cast command as a bonus action on each of your turns, without using a spell slot. This effect lasts for 1 minute, and any creature charmed by you automatically fails its saving throw against the spell.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Whispers (UA): Mantle of Whispers</name>
|
||||
<text>At 6th level, you gain the ability to adopt a creature's persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you're Small), and you can have only one shadow captured at a time.</text>
|
||||
<text>After you capture a creature's shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature's appearance for 1 hour or until you end this effect as a bonus action.</text>
|
||||
<text>During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories.</text>
|
||||
<text>Another creature can see through this disguise by making a Wisdom (Insight) check opposed by your Charisma (Deception) check, though you gain a +5 bonus to your check.</text>
|
||||
<text>The disguise and the knowledge it grants disappears when this ability's duration ends.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Glamour (UA): Mantle of Majesty</name>
|
||||
<text>At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely.</text>
|
||||
<text>In addition, through this feature, you can cast sanctuary on yourself. If a creature fails its saving throw against the spell, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against your spells on your next turn.</text>
|
||||
<text>Once you cast sanctuary using this feature, you can't do so again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Whispers (UA): Shadow Lore</name>
|
||||
<text>At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.</text>
|
||||
<text>As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.</text>
|
||||
<text>If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it.</text>
|
||||
<text>While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.</text>
|
||||
<text>When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard Bard Colleges p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
113
Sources/UnearthedArcana/class-bard-ua-kitsofold.xml
Normal file
113
Sources/UnearthedArcana/class-bard-ua-kitsofold.xml
Normal file
@@ -0,0 +1,113 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Bard</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Satire (UA): College of Satire</name>
|
||||
<text>Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king's royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand's affair with an aged duchess or a mocking satire of a paladin of Helm's cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.</text>
|
||||
<text>While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester's barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.</text>
|
||||
<text>For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester's satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.</text>
|
||||
<text>Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist's treachery or exposing a baron's plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.</text>
|
||||
<text>Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies' spirits while casting doubt into foes' minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Satire (UA): Bonus Proficiencies</name>
|
||||
<text>When you join the College of Satire at 3rd level, you gain proficiency with thieves' tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves' tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Satire (UA): Tumbling Fool</name>
|
||||
<text>At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:</text>
|
||||
<text>• You gain the benefits of taking the Dash and Disengage actions.</text>
|
||||
<text>• You gain a climbing speed equal to your current speed.</text>
|
||||
<text>• You take half damage from falling.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): College of Swords</name>
|
||||
<text>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</text>
|
||||
<text>Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them.</text>
|
||||
<text>Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Blade Flourish</name>
|
||||
<text>At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.</text>
|
||||
<name>College of Swords (UA): Defensive Flourish</name>
|
||||
<text> You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.</text>
|
||||
<name>College of Swords (UA): Trick Shooter's Flourish</name>
|
||||
<text> This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.</text>
|
||||
<name>College of Swords (UA): Unnerving Flourish</name>
|
||||
<text> Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.</text>
|
||||
<text> The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Bonus Proficiencies</name>
|
||||
<text>When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Fighting Style</name>
|
||||
<text>The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Satire (UA): Fool's Insight</name>
|
||||
<text>At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.</text>
|
||||
<text>If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Extra Attack</name>
|
||||
<text>Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Satire (UA): Fool's Luck</name>
|
||||
<text>Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.</text>
|
||||
<text>At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.</text>
|
||||
<text>If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords (UA): Battle Magic</name>
|
||||
<text>At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
65
Sources/UnearthedArcana/class-bard-ua-revisedsubclasses.xml
Normal file
65
Sources/UnearthedArcana/class-bard-ua-revisedsubclasses.xml
Normal file
@@ -0,0 +1,65 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Bard</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords v2 (UA): College of Swords v2</name>
|
||||
<text>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</text>
|
||||
<text>Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them.</text>
|
||||
<text>Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords v2 (UA): Blade Flourish</name>
|
||||
<text>At 3rd level, you learn to conduct impressive displays of skill with your weapons. As a standard action, you can make a standard melee attack and increase your walking speed by 10 feet until the end of the current turn. Whenever you use this option, you can also use one of the following Blade Flourish options with it.</text>
|
||||
<text></text>
|
||||
<text>Defensive Flourish</text>
|
||||
<text> You spin your weapon around you in swift circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Slashing Flourish</text>
|
||||
<text> If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.</text>
|
||||
<text></text>
|
||||
<text>Mobile Flourish</text>
|
||||
<text> If the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords v2 (UA): Bonus Proficiencies</name>
|
||||
<text>When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars. If you are proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Bard spells.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords v2 (UA): Fighting Style</name>
|
||||
<text>The College of Blades emphasizes mastery with weapons, granting you access to either the dueling or two-weapon fighting option for the Fighting Style class feature, which are as follows.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords v2 (UA): Cunning Flourish</name>
|
||||
<text>Beginning at 6th level, you can attack twice, instead of once, whenever you take the Blade Flourish action on your turn. You can, nevertheless, only use one Blade Flourish option when you take that action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Swords v2 (UA): Master's Flourish</name>
|
||||
<text>Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
173
Sources/UnearthedArcana/class-cleric-ua-2020subclassespt2.xml
Normal file
173
Sources/UnearthedArcana/class-cleric-ua-2020subclassespt2.xml
Normal file
@@ -0,0 +1,173 @@
|
||||
<?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: Love Domain (UA)</name>
|
||||
<text>Note: The Love domain was included in a leaked pre-release version of Unearthed Arcana 2020 Subclasses, Part 2, and superseded by the Unity domain for the final release.</text>
|
||||
<text>Love exists in many forms—compassion, infatuation, friendly affection, and passionate love as a few facets. Whatever form these feelings take, the gods of love deepen the bonds between individuals.</text>
|
||||
<text></text>
|
||||
<text>Love Deities</text>
|
||||
<text>Deity | Pantheon</text>
|
||||
<text>Aengus | Celtic</text>
|
||||
<text>Aphrodite | Greek</text>
|
||||
<text>Balder | Norse</text>
|
||||
<text>Berronar Truesilver | Dwarven</text>
|
||||
<text>Boldrei | Eberron</text>
|
||||
<text>Cyrrollalee | Halfling</text>
|
||||
<text>Freya | Norse</text>
|
||||
<text>Hanali Celanil | Elven</text>
|
||||
<text>Hathor | Egyptian</text>
|
||||
<text>Mishakal | Dragonlance</text>
|
||||
<text>Myhriss | Greyhawk</text>
|
||||
<text>Sharindlar | Dwarven</text>
|
||||
<text>Sheyanna Flaxenstrand | Gnomish</text>
|
||||
<text>Sune | Forgotten Realms</text>
|
||||
<text>Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and enkindle flares of infatuation to spur their allies and confound their foes.</text>
|
||||
<text></text>
|
||||
<text>Love Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | charm person, heroism</text>
|
||||
<text>3rd | enthrall, warding bond</text>
|
||||
<text>5th | beacon of hope, hypnotic pattern</text>
|
||||
<text>7th | aura of purity, confusion</text>
|
||||
<text>9th | greater restoration, hold monster</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Love Domain (UA): Emboldening Bond</name>
|
||||
<text>1st-level Love Domain feature</text>
|
||||
<text>You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, 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. The bond lasts for 1 hour or until you use this feature again.</text>
|
||||
<text>You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Unity Domain (UA)</name>
|
||||
<text>A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.</text>
|
||||
<text>Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.</text>
|
||||
<text></text>
|
||||
<text>Unity Deities</text>
|
||||
<text>Deity | Pantheon</text>
|
||||
<text>Angharradh | Elven</text>
|
||||
<text>Athena | Greek</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>Heimdall | Norse</text>
|
||||
<text>Paladine | Dragonlance</text>
|
||||
<text>Rao | Greyhawk</text>
|
||||
<text></text>
|
||||
<text>Unity Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | heroism, shield of faith</text>
|
||||
<text>3rd | aid, warding bond</text>
|
||||
<text>5th | beacon of hope, sending</text>
|
||||
<text>7th | aura of purity, guardian of faith</text>
|
||||
<text>9th | greater restoration, Rary's telepathic bond</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Unity Domain (UA): Emboldening Bond</name>
|
||||
<text>1st-level Unity Domain feature</text>
|
||||
<text>You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, 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. The bond lasts for 1 hour or until you use this feature again.</text>
|
||||
<text>You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Love Domain (UA): Channel Divinity: Impulsive Infatuation</name>
|
||||
<text>2nd-level Love Domain feature</text>
|
||||
<text>You can use your Channel Divinity to overwhelm a creature with a flash of short-lived but intense admiration for you, driving them to rash action in your defense.</text>
|
||||
<text>As an action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature is unaffected. On a failure, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Unity Domain (UA): Channel Divinity: Shared Burden</name>
|
||||
<text>2nd-level Unity Domain feature</text>
|
||||
<text>You can use your Channel Divinity to protect your allies through the strength of your shared bonds.</text>
|
||||
<text>When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Love Domain (UA): Protective Bond</name>
|
||||
<text>6th-level Love Domain feature</text>
|
||||
<text>The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Unity Domain (UA): Protective Bond</name>
|
||||
<text>6th-level Unity Domain feature</text>
|
||||
<text>The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Love Domain (UA): Potent Spellcasting</name>
|
||||
<text>8th-level Love Domain feature</text>
|
||||
<text>You add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Unity Domain (UA): Potent Spellcasting</name>
|
||||
<text>8th-level Unity Domain feature</text>
|
||||
<text>You add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Love Domain (UA): Enduring Unity</name>
|
||||
<text>17th-level Love Domain feature</text>
|
||||
<text>The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.</text>
|
||||
<text>Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:</text>
|
||||
<text>• The creature has advantage on attack rolls, ability checks, and saving throws</text>
|
||||
<text>• The creature gains resistance to all damage</text>
|
||||
<text>• As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Unity Domain (UA): Enduring Unity</name>
|
||||
<text>17th-level Unity Domain feature</text>
|
||||
<text>The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.</text>
|
||||
<text>Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:</text>
|
||||
<text>• The creature has advantage on attack rolls, ability checks, and saving throws</text>
|
||||
<text>• The creature gains resistance to all damage</text>
|
||||
<text>• As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
221
Sources/UnearthedArcana/class-cleric-ua-clericdivinedomains.xml
Normal file
221
Sources/UnearthedArcana/class-cleric-ua-clericdivinedomains.xml
Normal file
@@ -0,0 +1,221 @@
|
||||
<?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: Forge Domain (UA)</name>
|
||||
<text>The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.</text>
|
||||
<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
|
||||
<text></text>
|
||||
<text>Forge Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | searing smite, shield</text>
|
||||
<text>3rd | heat metal, magic weapon</text>
|
||||
<text>5th | elemental weapon, protection from energy</text>
|
||||
<text>7th | fabricate, wall of fire</text>
|
||||
<text>9th | animate objects, creation</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Forge Domain (UA): Blessing of the Forge</name>
|
||||
<text>At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Forge Domain (UA): Bonus Proficiency</name>
|
||||
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Grave Domain (UA)</name>
|
||||
<text>Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse's workings. To resist death, or to desecrate the dead's rest, is an abomination. Deities of the grave include Kelemvor, WeeJas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature's death, though they refuse to use such magic to extend a creature's lifespan beyond its mortal limits.</text>
|
||||
<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
|
||||
<text></text>
|
||||
<text>Grave Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | bane, false life</text>
|
||||
<text>3rd | gentle repose, ray of enfeeblement</text>
|
||||
<text>5th | revivify, vampiric touch</text>
|
||||
<text>7th | blight, death ward</text>
|
||||
<text>9th | antilife shell, raise dead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Grave Domain (UA): Bonus Proficiency</name>
|
||||
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Grave Domain (UA): Circle of Mortality</name>
|
||||
<text>At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell's healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Grave Domain (UA): Eyes of the Grave</name>
|
||||
<text>Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Protection Domain (UA)</name>
|
||||
<text>The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.</text>
|
||||
<text>At each indicated cleric level, add the listed spells to your spells prepared.</text>
|
||||
<text></text>
|
||||
<text>Protection Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | compelled duel, protection from evil and good</text>
|
||||
<text>3rd | aid, protection from poison</text>
|
||||
<text>5th | protection from energy, slow</text>
|
||||
<text>7th | guardian of faith, Otiluke's resilient sphere</text>
|
||||
<text>9th | antilife shell, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Protection Domain (UA): Bonus Proficiency</name>
|
||||
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Protection Domain (UA): Shield of the Faithful</name>
|
||||
<text>Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Forge Domain (UA): Channel Divinity: Artisan's Blessing</name>
|
||||
<text>Starting at 2nd level, you can use your Channel Divinity to create simple items.</text>
|
||||
<text>Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest.</text>
|
||||
<text>The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Grave Domain (UA): Channel Divinity: Path to the Grave</name>
|
||||
<text>Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.</text>
|
||||
<text>As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack's damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends.</text>
|
||||
<text>If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Protection Domain (UA): Channel Divinity: Radiant Defense</name>
|
||||
<text>Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.</text>
|
||||
<text>As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Forge Domain (UA): Soul of the Forge</name>
|
||||
<text>Starting at 6th level, your mastery of the forge grants you a number of special abilities:</text>
|
||||
<text>• You gain a +1 bonus to AC while you are wearing medium or heavy armor.</text>
|
||||
<text>• You gain resistance to fire damage.</text>
|
||||
<text>• When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Grave Domain (UA): Sentinel at Death's Door</name>
|
||||
<text>Starting at 6th level, you gain the ability to impede death's progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.</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: Unearthed Arcana: Cleric Divine Domains p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Protection Domain (UA): Blessed Healer</name>
|
||||
<text>Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Forge Domain (UA): Divine Strike</name>
|
||||
<text>At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Grave Domain (UA): 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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Protection Domain (UA): Divine Strike</name>
|
||||
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Forge Domain (UA): Saint of Forge and Fire</name>
|
||||
<text>At 17th level, your affinity for fire and metal becomes more powerful due to your deity's blessing. You gain immunity to fire damage, and while you're wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Grave Domain (UA): Keeper of Souls</name>
|
||||
<text>At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature as long as you aren't incapacitated, but no more than once per round.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Protection Domain (UA): Indomitable Defense</name>
|
||||
<text>At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.</text>
|
||||
<text>As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,92 @@
|
||||
<?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: Twilight Domain (UA)</name>
|
||||
<text>The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.</text>
|
||||
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
|
||||
<text></text>
|
||||
<text>Twilight Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | faerie fire, sleep</text>
|
||||
<text>3rd | darkness, 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, dream</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain (UA): Bonus Proficiency</name>
|
||||
<text>1st-level Twilight Domain feature</text>
|
||||
<text>You gain proficiency with martial weapons and heavy armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain (UA): Eyes of Night</name>
|
||||
<text>1st-level Twilight Domain feature</text>
|
||||
<text>Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; 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 give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain (UA): 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: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain (UA): 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>• Give it 1d8 temporary hit points.</text>
|
||||
<text>• End one effect causing it to be charmed or frightened.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain (UA): Steps of the Brave</name>
|
||||
<text>6th-level Twilight Domain feature</text>
|
||||
<text>You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:</text>
|
||||
<text>• You have advantage on saving throws against being frightened.</text>
|
||||
<text>• If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain (UA): 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain (UA): Midnight Shroud</name>
|
||||
<text>17th-level Twilight Domain feature</text>
|
||||
<text>You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
82
Sources/UnearthedArcana/class-cleric-ua-modernmagic.xml
Normal file
82
Sources/UnearthedArcana/class-cleric-ua-modernmagic.xml
Normal file
@@ -0,0 +1,82 @@
|
||||
<?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: City Domain (UA)</name>
|
||||
<text>The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.</text>
|
||||
<text>At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.</text>
|
||||
<text>Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic.</text>
|
||||
<text></text>
|
||||
<text>City Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | comprehend languages, remote access (UA)*</text>
|
||||
<text>3rd | find vehicle (UA)*, heat metal</text>
|
||||
<text>5th | lightning bolt, protection from ballistics (UA)*</text>
|
||||
<text>7th | locate creature, synchronicity (UA)*</text>
|
||||
<text>9th | commune with city (UA)*, shutdown (UA)*</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>City Domain (UA): Bonus Cantrip</name>
|
||||
<text>When you choose this domain at 1st level, you gain the On/Off (UA) cantrip in addition to your chosen cantrips.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>City Domain (UA): Bonus Proficiencies</name>
|
||||
<text>Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>City Domain (UA): Heart of the City</name>
|
||||
<text>From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>City Domain (UA): Channel Divinity: Spirits of the City</name>
|
||||
<text>Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).</text>
|
||||
<text>Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.</text>
|
||||
<text>This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>City Domain (UA): Block Watch</name>
|
||||
<text>Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>City Domain (UA): Divine Strike</name>
|
||||
<text>At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. 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 psychic damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>City Domain (UA): Express Transit</name>
|
||||
<text>At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
75
Sources/UnearthedArcana/class-cleric-ua-orderdomain.xml
Normal file
75
Sources/UnearthedArcana/class-cleric-ua-orderdomain.xml
Normal file
@@ -0,0 +1,75 @@
|
||||
<?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 (UA)</name>
|
||||
<text>The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both. Gods on many worlds grant access to this domain, including 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 deities.</text>
|
||||
<text>More importantly, 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 | enhance ability, hold person</text>
|
||||
<text>5th | mass healing word, slow</text>
|
||||
<text>7th | compulsion, locate creature</text>
|
||||
<text>9th | commune, dominate person</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Order Domain p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain (UA): Bonus Proficiency</name>
|
||||
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Order Domain p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain (UA): Voice of Authority</name>
|
||||
<text>Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Order Domain p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain (UA): 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 fall prone when they fail the saving throw.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Order Domain p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain (UA): Order's Dominion</name>
|
||||
<text>At 6th level, you become extraordinarily adept at channeling magical energy to compel others.</text>
|
||||
<text>When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Order Domain p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain (UA): 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Order Domain p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain (UA): 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, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Order Domain p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
89
Sources/UnearthedArcana/class-druid-ua-2020subclassespt3.xml
Normal file
89
Sources/UnearthedArcana/class-druid-ua-2020subclassespt3.xml
Normal file
@@ -0,0 +1,89 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Druid</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Stars (UA): Circle of the Stars</name>
|
||||
<text>An ancient lineage, 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 detailed records of the stars and their 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: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Stars (UA): Star Map</name>
|
||||
<text>2nd-level Circle of the Stars feature</text>
|
||||
<text>You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table.</text>
|
||||
<text></text>
|
||||
<text>Star Map</text>
|
||||
<text>d6 | Map Form</text>
|
||||
<text>1 | A scroll of living wood that aligns with heavenly bodies</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 | Tempered glass disks that align to depict constellations</text>
|
||||
<text>If you lose your 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>You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Stars (UA): Starry Form</name>
|
||||
<text>2nd-level Circle of the Stars feature</text>
|
||||
<text>You gain the ability to harness constellations' power to alter your form. As an 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 takes on a luminous, starlike quality; 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 or until you're incapacitated.</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>
|
||||
<text></text>
|
||||
<text> Chalice</text>
|
||||
<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 + half your level in this class.</text>
|
||||
<text> Archer</text>
|
||||
<text>• A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.</text>
|
||||
<text> Dragon</text>
|
||||
<text>• A constellation of a wise, ancient 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></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Stars (UA): Cosmic Omen</name>
|
||||
<text>6th-level Circle of the Stars feature</text>
|
||||
<text>You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:</text>
|
||||
<text></text>
|
||||
<text> Weal (even)</text>
|
||||
<text>• Whenever a creature you can see within 30 feet of you makes 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 makes 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 Wisdom modifier, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Stars (UA): Full of Stars</name>
|
||||
<text>10th-level Circle of the Stars feature</text>
|
||||
<text>While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Stars (UA): Star Flare</name>
|
||||
<text>14th-level Circle of the Stars feature</text>
|
||||
<text>Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn.</text>
|
||||
<text>Once you have used this action, you can't use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
72
Sources/UnearthedArcana/class-druid-ua-clericdruidwizard.xml
Normal file
72
Sources/UnearthedArcana/class-druid-ua-clericdruidwizard.xml
Normal file
@@ -0,0 +1,72 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Druid</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Wildfire (UA): Circle of Wildfire</name>
|
||||
<text>Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Wildfire (UA): Circle Spells</name>
|
||||
<text>2nd-level Circle of Wildfire feature</text>
|
||||
<text>You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip.</text>
|
||||
<text>When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. 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>3rd | locate animals or plants, scorching ray</text>
|
||||
<text>5th | fireball, plant growth</text>
|
||||
<text>7th | aura of life, fire shield</text>
|
||||
<text>9th | flame strike, raise dead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Wildfire (UA): Summon Wildfire</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 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 2d10 fire damage.</text>
|
||||
<text>The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block. 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 wildfire 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 one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.</text>
|
||||
<text>The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Wildfire (UA): 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 to one roll of the spell equal to the number rolled. 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: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Wildfire (UA): Flames of Life</name>
|
||||
<text>10th-level Circle of Wildfire feature</text>
|
||||
<text>You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Wildfire (UA): Blazing Endurance</name>
|
||||
<text>14th-level Circle of Wildfire feature</text>
|
||||
<text>The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
153
Sources/UnearthedArcana/class-druid-ua-druid.xml
Normal file
153
Sources/UnearthedArcana/class-druid-ua-druid.xml
Normal file
@@ -0,0 +1,153 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Druid</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Dreams (UA): Circle of Dreams</name>
|
||||
<text>Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Dreams (UA): Balm of the Summer Court</name>
|
||||
<text>At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.</text>
|
||||
<text>As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute.</text>
|
||||
<text>You regain the expended dice when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd (UA): Circle of the Shepherd</name>
|
||||
<text>Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd (UA): Beast Speech</name>
|
||||
<text>At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.</text>
|
||||
<text>This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd (UA): Spirit Bond</name>
|
||||
<text>Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn't occupy its space, it is immobile, and it counts as neither a creature nor an object.</text>
|
||||
<text>The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text>The nature of the aura depends on the type of spirit you choose to summon from the options below.</text>
|
||||
<name>Circle of the Shepherd (UA): Bear</name>
|
||||
<text> The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.</text>
|
||||
<name>Circle of the Shepherd (UA): Hawk</name>
|
||||
<text> The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit's aura.</text>
|
||||
<name>Circle of the Shepherd (UA): Wolf</name>
|
||||
<text> The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Twilight (UA): Circle of Twilight</name>
|
||||
<text>The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.</text>
|
||||
<text>These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Twilight (UA): Harvest's Scythe</name>
|
||||
<text>Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.</text>
|
||||
<text>When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.</text>
|
||||
<text>You regain the expended dice when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Dreams (UA): Hearth of Moonlight and Shadow</name>
|
||||
<text>At 6th level, home is wherever you set up camp. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to ward your campsite from intruders. At the start of the rest, you create an area with a 30-foot radius. Within this area, you and your allies gain a +5 bonus to Wisdom (Perception) checks to detect creatures, and any light from open flames (campfire, torches, and the like) is not visible outside the area. These effects end when the rest finishes or when you leave the area.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd (UA): Mighty Summoner</name>
|
||||
<text>At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Twilight (UA): Speech Beyond the Grave</name>
|
||||
<text>At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.</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: Unearthed Arcana: Druid p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Dreams (UA): Hidden Paths</name>
|
||||
<text>At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement.</text>
|
||||
<text>You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you can see.</text>
|
||||
<text>Once you use either option—teleporting yourself or an ally—you can't use that option again until 1d4 rounds have passed.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd (UA): Guardian Spirit</name>
|
||||
<text>At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Twilight (UA): Watcher at the Threshold</name>
|
||||
<text>At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Dreams (UA): Purifying Light</name>
|
||||
<text>At 14th level, the favor of the Summer Court allows you to end spells that hamper you and your allies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn, you can simultaneously target the healed creature with dispel magic, using a spell slot with a level equal to the slot used to cast the healing spell.</text>
|
||||
<text>You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd (UA): Faithful Summons</name>
|
||||
<text>Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Twilight (UA): Paths of the Dead</name>
|
||||
<text>At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Druid p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,71 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Druid</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd v2 (UA): Circle of the Shepherd v2</name>
|
||||
<text>Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.</text>
|
||||
<text>Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd v2 (UA): Speech of the Woods</name>
|
||||
<text>At 2nd level, you gain the ability to converse with beasts and many fey.</text>
|
||||
<text>You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd v2 (UA): Spirit Totem</name>
|
||||
<text>Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.</text>
|
||||
<text>As a bonus action, you can move the spirit up to 60 feet to a point you can see.</text>
|
||||
<text>The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text>The effect of the spirit's aura depends on the type of spirit you summon from the options below.</text>
|
||||
<text></text>
|
||||
<text>Bear Spirit</text>
|
||||
<text> The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.</text>
|
||||
<text></text>
|
||||
<text>Hawk Spirit</text>
|
||||
<text> The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll.</text>
|
||||
<text></text>
|
||||
<text>Unicorn Spirit</text>
|
||||
<text> The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd v2 (UA): Mighty Summoner</name>
|
||||
<text>At 6th level, you gain the ability to conjure forth powerful beasts and fey. Any beast or fey summoned or created by your spells gains two benefits:</text>
|
||||
<text>• The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.</text>
|
||||
<text>• The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd v2 (UA): Guardian Spirit</name>
|
||||
<text>At 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Circle of the Shepherd v2 (UA): Faithful Summons</name>
|
||||
<text>Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
72
Sources/UnearthedArcana/class-druid-ua-threesubclasses.xml
Normal file
72
Sources/UnearthedArcana/class-druid-ua-threesubclasses.xml
Normal file
@@ -0,0 +1,72 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Druid</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Druid Circle: Circle of Spores (UA)</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. These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form. 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. However, 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 avoid passing to a final rest, violate the cycle and must be thwarted.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores (UA): 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 1st 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 | gentle repose, ray of enfeeblement</text>
|
||||
<text>5th | animate dead, gaseous form</text>
|
||||
<text>7th | blight, confusion</text>
|
||||
<text>9th | cloudkill, contagion</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores (UA): Halo of Spores</name>
|
||||
<text>Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores (UA): Symbiotic Entity</name>
|
||||
<text>At 2nd level, you gain the ability to channel magic into the spores that infuse you.</text>
|
||||
<text>When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores (UA): Fungal Infestation</name>
|
||||
<text>At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.</text>
|
||||
<text>If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores (UA): Spreading Spores</name>
|
||||
<text>At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores (UA): 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 if an attack is a critical hit against you, it doesn't deal its extra damage to you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,100 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Psi Knight</name>
|
||||
<text>Awake to the psionic power within, a Psi Knight 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 knights, as do some of the most disciplined high elves. In the world of Athas, renowned gladiators in the arenas of the Sorcerer-Kings are often Psi Knights, and in Eberron, the psionic kalashtar view membership in this knighthood as a special honor.</text>
|
||||
<text>As a Psi Knight, 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: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Changing the Die's Size</name>
|
||||
<text>If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.</text>
|
||||
<text>Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.</text>
|
||||
<text>Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Psi Replenishment</name>
|
||||
<text>As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Psionic Talent</name>
|
||||
<text>3rd-level Psi Knight feature</text>
|
||||
<text>You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Psionic Talent Options</name>
|
||||
<text>You can use your Psionic Talent die in the following ways:</text>
|
||||
<text></text>
|
||||
<text> Protective Field.</text>
|
||||
<text>• When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent 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> Psi-Powered Leap.</text>
|
||||
<text>• When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.</text>
|
||||
<text> Telekinetic Strike.</text>
|
||||
<text>• You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Telekinetic Adept</name>
|
||||
<text>7th-level Psi Knight feature</text>
|
||||
<text>You have mastered new ways to use your telekinesis:</text>
|
||||
<text></text>
|
||||
<text> Psionic Thrust.</text>
|
||||
<text>• When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally.</text>
|
||||
<text> Telekinetic Movement.</text>
|
||||
<text>• If your Psionic Talent die is available, 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. When you take this action, your Psionic Talent die decreases by one die size.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Psi-Enhanced Metabolism</name>
|
||||
<text>10th-level Psi Knight feature</text>
|
||||
<text>The psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Bulwark of Force</name>
|
||||
<text>15th-level Psi Knight 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. Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Psi Knight (UA): Telekinetic Master</name>
|
||||
<text>18th-level Psi Knight feature</text>
|
||||
<text>Your ability to move creatures and objects with your mind is matched by few. If your Psionic Talent die is available, you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
267
Sources/UnearthedArcana/class-fighter-ua-fighter.xml
Normal file
267
Sources/UnearthedArcana/class-fighter-ua-fighter.xml
Normal file
@@ -0,0 +1,267 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Arcane Archer</name>
|
||||
<text>An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Arcane Arrow</name>
|
||||
<text>When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.</text>
|
||||
<text></text>
|
||||
<text>Create Magic Arrow</text>
|
||||
<text> As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit.</text>
|
||||
<text> You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Arcane Shot</text>
|
||||
<text> When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.</text>
|
||||
<text> You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Arcane Shots</name>
|
||||
<text>The Arcane Arrow feature lets you choose Arcane Shot options at certain levels. The options are presented here in alphabetical order. These are all magical effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Archer's Lore</name>
|
||||
<text>At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds.</text>
|
||||
<text>You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Knight (UA): Knight</name>
|
||||
<text>The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy's forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Knight (UA): Born to the Saddle</name>
|
||||
<text>Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren't incapacitated and you fall less than 10 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Knight (UA): Implacable Mark</name>
|
||||
<text>At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can't be frightened.</text>
|
||||
<text>The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.</text>
|
||||
<text>If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack's weapon deals extra damage to the target equal to your fighter level.</text>
|
||||
<text>You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Samurai (UA): Samurai</name>
|
||||
<text>The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's willpower is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Samurai (UA): Fighting Spirit</name>
|
||||
<text>Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn.</text>
|
||||
<text>You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sharpshooter (UA): Sharpshooter</name>
|
||||
<text>The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sharpshooter (UA): Steady Aim</name>
|
||||
<text>Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:</text>
|
||||
<text>• The attacks ignore half and three-quarters cover.</text>
|
||||
<text>• On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.</text>
|
||||
<text>You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Conjure Arrows</name>
|
||||
<text>At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Extra Arcane Shot</name>
|
||||
<text>At 7th level, you learn an additional Arcane Shot option.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Knight (UA): Noble Cavalry</name>
|
||||
<text>At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Samurai (UA): Elegant Courtier</name>
|
||||
<text>Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station.</text>
|
||||
<text>You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Sharpshooter (UA): Careful Eyes</name>
|
||||
<text>Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.</text>
|
||||
<text>You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Extra Arcane Shot</name>
|
||||
<text>At 10th level, you learn an additional Arcane Shot option.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Knight (UA): Hold the Line</name>
|
||||
<text>At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack's weapon deals extra damage to the target equal to half your fighter level, and the target's speed is reduced to 0 until the end of this turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Samurai (UA): Unbreakable Will</name>
|
||||
<text>At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Sharpshooter (UA): Close-Quarters Shooting</name>
|
||||
<text>At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll.</text>
|
||||
<text>In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Ever-Ready Arrow</name>
|
||||
<text>Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Extra Arcane Shot</name>
|
||||
<text>At 15th level, you learn an additional Arcane Shot option.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Knight (UA): Rapid Strike</name>
|
||||
<text>Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Samurai (UA): Rapid Strike</name>
|
||||
<text>Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Sharpshooter (UA): Rapid Strike</name>
|
||||
<text>Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Deadly Arrow</name>
|
||||
<text>At 18th level, your Arcane Arrow's bonus damage increases to 4d6 force damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer (UA): Extra Arcane Shot</name>
|
||||
<text>At 18th level, you learn an additional Arcane Shot option.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Knight (UA): Defender's Blade</name>
|
||||
<text>At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.</text>
|
||||
<text>In addition, you gain a +1 bonus to AC while wearing heavy armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Samurai (UA): Strength Before Death</name>
|
||||
<text>Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don't take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Sharpshooter (UA): Snap Shot</name>
|
||||
<text>Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,95 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): Rune Knight</name>
|
||||
<text>You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr ("rune cutters") can be found among any type 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 traveling sage, or met the giant in person, you studied the giant's craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): 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: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): Giant Might</name>
|
||||
<text>3rd-level Rune Knight feature</text>
|
||||
<text>You can 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>• Your weapon attacks deal an extra 1d6 damage.</text>
|
||||
<text>You can use this feature twice, and you regain all expended uses of it when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): Rune Magic</name>
|
||||
<text>3rd-level Rune Knight feature</text>
|
||||
<text>You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see "Rune Options").</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, or a shield.</text>
|
||||
<text>Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.</text>
|
||||
<text>Each time you gain a level in this class, you can replace one rune you know with a different one.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): Rune Options</name>
|
||||
<text>Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): Defensive Runes</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 grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).</text>
|
||||
<text>In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): 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. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.</text>
|
||||
<text>In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): Rune Magic Mastery</name>
|
||||
<text>15th-level Rune Knight feature</text>
|
||||
<text>You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.</text>
|
||||
<text>In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Rune Knight (UA): Blessing of the All Father</name>
|
||||
<text>18th-level Rune Knight feature</text>
|
||||
<text>You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,91 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psychic Warrior (UA): Psychic Warrior</name>
|
||||
<text>Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force.</text>
|
||||
<text>As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind's power as both weapon and shield.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psychic Warrior (UA): Psionic Armament</name>
|
||||
<text>3rd-level Psychic Warrior feature</text>
|
||||
<text>You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Augmented Defenses</text>
|
||||
<text> When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.</text>
|
||||
<text></text>
|
||||
<text>Augmented Strikes</text>
|
||||
<text> Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psychic Warrior (UA): Telekinetic Hand</name>
|
||||
<text>3rd-level Psychic Warrior feature</text>
|
||||
<text>You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Psychic Warrior (UA): Strength of Mind</name>
|
||||
<text>7th-level Psychic Warrior feature</text>
|
||||
<text>As a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn't moved.</text>
|
||||
<text>You can use this feature 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: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Psychic Warrior (UA): Psionic Armament Improvement</name>
|
||||
<text>10th-level Psychic Warrior feature</text>
|
||||
<text>When you reach 10th level in this class, your Augmented Defenses dice increases to 1d12, and your Augmented Strikes dice increases to a d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Psychic Warrior (UA): Telekinetic Bulwark</name>
|
||||
<text>10th-level Psychic Warrior feature</text>
|
||||
<text>When you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you're incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest or until after you use your Second Wind feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Psychic Warrior (UA): Agonizing Strikes</name>
|
||||
<text>15th-level Psychic Warrior feature</text>
|
||||
<text>Your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn.</text>
|
||||
<text>You can use this feature 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: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Psychic Warrior (UA): Psychic Dreadnaught</name>
|
||||
<text>18th-level Psychic Warrior feature</text>
|
||||
<text>The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you're incapacitated:</text>
|
||||
<text>• At the start of each of your turns, you regain 10 hit points.</text>
|
||||
<text>• Your walking speed increases by 10 feet.</text>
|
||||
<text>• If you're prone, you can stand up by spending 5 feet of movement.</text>
|
||||
<text>Once you activate this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
81
Sources/UnearthedArcana/class-fighter-ua-gothicheroes.xml
Normal file
81
Sources/UnearthedArcana/class-fighter-ua-gothicheroes.xml
Normal file
@@ -0,0 +1,81 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Hunter (UA): Monster Hunter</name>
|
||||
<text>As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Hunter (UA): Bonus Proficiencies</name>
|
||||
<text>When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can choose to gain proficiency with thieves' tools in place of one skill choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Hunter (UA): Combat Superiority</name>
|
||||
<text>At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.</text>
|
||||
<text></text>
|
||||
<text>Superiority Dice</text>
|
||||
<text> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.</text>
|
||||
<text></text>
|
||||
<text>Using Superiority Dice</text>
|
||||
<text> You can expend superiority dice to gain a number of different benefits:</text>
|
||||
<text>• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.</text>
|
||||
<text>• When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.</text>
|
||||
<text>• When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.</text>
|
||||
<text>• When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Hunter (UA): Hunter's Mysticism</name>
|
||||
<text>At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.</text>
|
||||
<text>In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Hunter (UA): Monster Slayer</name>
|
||||
<text>At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Monster Hunter (UA): Improved Combat Superiority</name>
|
||||
<text>At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Hunter (UA): Relentless</name>
|
||||
<text>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Monster Hunter (UA): Improved Combat Superiority</name>
|
||||
<text>At 18th level, your superiority dice turn into d12s.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
168
Sources/UnearthedArcana/class-fighter-ua-kitsofold.xml
Normal file
168
Sources/UnearthedArcana/class-fighter-ua-kitsofold.xml
Normal file
@@ -0,0 +1,168 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier (UA): Cavalier</name>
|
||||
<text>The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier (UA): Bonus Proficiencies</name>
|
||||
<text>When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier (UA): Born to the Saddle</name>
|
||||
<text>At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier (UA): Combat Superiority</name>
|
||||
<text>At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.</text>
|
||||
<text></text>
|
||||
<text>Superiority Dice</text>
|
||||
<text> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.</text>
|
||||
<text> You gain another superiority die at 7th level and one more at 15th level.</text>
|
||||
<text></text>
|
||||
<text>Using Superiority Dice</text>
|
||||
<text> You can expend superiority dice to gain a number of different benefits:</text>
|
||||
<text>• When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.</text>
|
||||
<text>• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.</text>
|
||||
<text>• When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.</text>
|
||||
<text>• If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Scout</name>
|
||||
<text>The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Bonus Proficiencies</name>
|
||||
<text>When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Combat Superiority</name>
|
||||
<text>At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.</text>
|
||||
<name>Scout (UA): Superiority Dice</name>
|
||||
<text> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.</text>
|
||||
<name>Scout (UA): Using Superiority Dice</name>
|
||||
<text> You can expend superiority dice to gain a number of different benefits:</text>
|
||||
<text>• When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.</text>
|
||||
<text>• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.</text>
|
||||
<text>• If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Natural Explorer</name>
|
||||
<text>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.</text>
|
||||
<text>While traveling for an hour or more in your favored terrain, you gain the following benefits:</text>
|
||||
<text>• Difficult terrain doesn't slow your group's travel.</text>
|
||||
<text>• Your group can't become lost except by magical means.</text>
|
||||
<text>• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.</text>
|
||||
<text>• If you are traveling alone, you can move stealthily at a normal pace.</text>
|
||||
<text>• When you forage, you find twice as much food as you normally would.</text>
|
||||
<text>• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</text>
|
||||
<text>You choose additional favored terrain types at 7th and 15th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier (UA): Ferocious Charger</name>
|
||||
<text>At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Additional Superiority Die</name>
|
||||
<text>You gain another superiority die at 7th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier (UA): Improved Combat Superiority</name>
|
||||
<text>At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Improved Combat Superiority</name>
|
||||
<text>At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier (UA): Relentless</name>
|
||||
<text>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Additional Superiority Die</name>
|
||||
<text>You gain another superiority die at 15th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Relentless</name>
|
||||
<text>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier (UA): Improved Combat Superiority</name>
|
||||
<text>At 18th level, your superiority dice turn into d12s.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Improved Combat Superiority</name>
|
||||
<text>At 18th level, your superiority dice turn into d12s.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Kits Of Old p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,86 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Cavalier v2</name>
|
||||
<text>The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Bonus Proficiencies</name>
|
||||
<text>When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Born to the Saddle</name>
|
||||
<text>Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.</text>
|
||||
<text>Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Combat Superiority</name>
|
||||
<text>At 3rd level, you gain a set of combat abilities, referred to as maneuvers, which are fueled by special dice called superiority dice.</text>
|
||||
<text></text>
|
||||
<text>Superiority Dice</text>
|
||||
<text> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest.</text>
|
||||
<text> You gain another superiority die at 7th level and one more at 15th level.</text>
|
||||
<text></text>
|
||||
<text>Maneuvers</text>
|
||||
<text> You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack. You know the maneuvers detailed under "Maneuvers" below.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Maneuvers</name>
|
||||
<text>The maneuvers are presented in alphabetical order.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Ferocious Charger</name>
|
||||
<text>At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Improved Combat Superiority</name>
|
||||
<text>At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Relentless</name>
|
||||
<text>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Cavalier v2 (UA): Improved Combat Superiority</name>
|
||||
<text>At 18th level, your superiority dice turn into d12s.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,97 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Arcane Archer v2</name>
|
||||
<text>An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Arcane Arrow</name>
|
||||
<text>At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the "Arcane Shot Options" section below).</text>
|
||||
<text>Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.</text>
|
||||
<text>You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Arcane Shot</name>
|
||||
<text>The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.</text>
|
||||
<text>If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Archer's Lore</name>
|
||||
<text>At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or Nature skill.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Magic Arrow</name>
|
||||
<text>When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Curving Shot</name>
|
||||
<text>At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Extra Arcane Shot</name>
|
||||
<text>At 7th level, you learn an additional Arcane Shot option.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Extra Arcane Shot</name>
|
||||
<text>At 10th level, you learn an additional Arcane Shot option.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Ever-Ready Shot</name>
|
||||
<text>Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Extra Arcane Shot</name>
|
||||
<text>At 15th level, you learn an additional Arcane Shot option.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Archer v2 (UA): Extra Arcane Shot</name>
|
||||
<text>At 18th level, you learn an additional Arcane Shot option.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
62
Sources/UnearthedArcana/class-fighter-ua-threesubclasses.xml
Normal file
62
Sources/UnearthedArcana/class-fighter-ua-threesubclasses.xml
Normal file
@@ -0,0 +1,62 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Brute (UA): Brute</name>
|
||||
<text>Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Brute (UA): Brute Force</name>
|
||||
<text>Starting at 3rd level, you're able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.</text>
|
||||
<text></text>
|
||||
<text>Brute Bonus Damage</text>
|
||||
<text>Fighter Level | Damage Increase</text>
|
||||
<text>3rd | 1d4</text>
|
||||
<text>10th | 1d6</text>
|
||||
<text>16th | 1d8</text>
|
||||
<text>20th | 1d10</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Brute (UA): Brutish Durability</name>
|
||||
<text>Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.</text>
|
||||
<text>Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Brute (UA): Additional Fighting Style</name>
|
||||
<text>At 10th level, you can choose a second option from the Fighting Style feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Brute (UA): Devastating Critical</name>
|
||||
<text>Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Brute (UA): Survivor</name>
|
||||
<text>At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
81
Sources/UnearthedArcana/class-monk-ua-2020subclassespt1.xml
Normal file
81
Sources/UnearthedArcana/class-monk-ua-2020subclassespt1.xml
Normal file
@@ -0,0 +1,81 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Monk</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of Mercy (UA): 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—whether ailing or evil—they bring a swift end as an act of mercy.</text>
|
||||
<text>Those who follow the Way of Mercy might be humble members of a religious order, administering to those in greatest need, 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. The walkers of this way usually don simple robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. If you wear a mask, choose its appearance, or determine 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: Unearthed Arcana: 2020 Subclasses Pt1 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of Mercy (UA): Hands 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. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of Mercy (UA): Hands 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 its ki cost.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of Mercy (UA): Implements of Mercy</name>
|
||||
<text>3rd-level Way of Mercy feature</text>
|
||||
<text>You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner's kit.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of Mercy (UA): Noxious Aura</name>
|
||||
<text>6th-level Way of Mercy feature</text>
|
||||
<text>As a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you're incapacitated, or you dismiss it (no action required).</text>
|
||||
<text>While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of Mercy (UA): Healing Technique</name>
|
||||
<text>11th-level Way of Mercy feature</text>
|
||||
<text>Your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of Mercy (UA): Hand of Mercy</name>
|
||||
<text>17th-level Way of Mercy feature</text>
|
||||
<text>Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature's status.</text>
|
||||
<text>You can have only one creature under the effect of this feature at a time.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
81
Sources/UnearthedArcana/class-monk-ua-2020subclassespt5.xml
Normal file
81
Sources/UnearthedArcana/class-monk-ua-2020subclassespt5.xml
Normal file
@@ -0,0 +1,81 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Monk</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Ascendant Dragon (UA): Way of the Ascendant Dragon</name>
|
||||
<text>Monks who follow the Way of the Ascendant Dragon revere the power and grandeur of dragons. They alter their own ki to resonate with draconic might, channeling it to augment their prowess in battle, soar through the air, and to bolster their allies.</text>
|
||||
<text>As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.</text>
|
||||
<text></text>
|
||||
<text>Ascendant Dragon Origin</text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You honed your abilities by observing a dragon and aligning your ki with their world-altering power.</text>
|
||||
<text>2 | A dragon personally took an active role in shaping your inner energy.</text>
|
||||
<text>3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction.</text>
|
||||
<text>4 | You spent long stretches meditating in the region of influence of an ancient dragon's lair, absorbing its ambient magic.</text>
|
||||
<text>5 | You found a scroll written in Draconic that contained inspiring new techniques.</text>
|
||||
<text>6 | After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Ascendant Dragon (UA): Breath of the Dragon</name>
|
||||
<text>3rd-level Way of the Ascendant Dragon feature</text>
|
||||
<text>You can channel your ki into destructive waves of energy like the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.</text>
|
||||
<text>At 11th level, the damage of your breath increases to three rolls of your Martial Arts die.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Ascendant Dragon (UA): Draconic Disciple</name>
|
||||
<text>3rd-level Way of the Ascendant Dragon feature</text>
|
||||
<text>You can channel your draconic ki to imbue your unarmed strikes with the essence of a dragon's breath and to use your connection with draconic creatures to magnify your presence. You gain the following benefits:</text>
|
||||
<text>• When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Ascendant Dragon (UA): Wings Unfurled</name>
|
||||
<text>6th-level Way of the Ascendant Dragon feature</text>
|
||||
<text>When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Ascendant Dragon (UA): Aspect of the Wyrm</name>
|
||||
<text>11th-level Way of the Ascendant Dragon feature</text>
|
||||
<text>The power of your draconic ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects:</text>
|
||||
<text>• You and your allies within your aura gain resistance to the chosen damage type.</text>
|
||||
<text>• Waves of destructive energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target that was hit can use their reaction to deal an amount of damage of the chosen type equal to one roll of your Martial Arts die to the attacker.</text>
|
||||
<text>Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 4 ki points to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Ascendant Dragon (UA): Ascendant Aspect</name>
|
||||
<text>17th-level Way of the Ascendant Dragon feature</text>
|
||||
<text>Your draconic ki reaches its peak. You gain the following benefits:</text>
|
||||
<text>• You gain blindsight out to 30 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>• When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature's turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success.</text>
|
||||
<text>• When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
47
Sources/UnearthedArcana/class-monk-ua-atrioofsubclasses.xml
Normal file
47
Sources/UnearthedArcana/class-monk-ua-atrioofsubclasses.xml
Normal file
@@ -0,0 +1,47 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Monk</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Drunken Master (UA): Way of the Drunken Master</name>
|
||||
<text>The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master's apparent incompetence to recognize the masterful technique employed.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Drunken Master (UA): Drunken Technique</name>
|
||||
<text>When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.</text>
|
||||
<text>You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Drunken Master (UA): Tipsy Sway</name>
|
||||
<text>At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Drunken Master (UA): Drunkard's Luck</name>
|
||||
<text>Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Drunken Master (UA): Intoxicated Frenzy</name>
|
||||
<text>At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
92
Sources/UnearthedArcana/class-monk-ua-barbarianandmonk.xml
Normal file
92
Sources/UnearthedArcana/class-monk-ua-barbarianandmonk.xml
Normal file
@@ -0,0 +1,92 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Monk</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self (UA): Way of the Astral Self</name>
|
||||
<text>Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self (UA): Arms of the Astral Self</name>
|
||||
<text>At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms' appearance based on the qualities of your character.</text>
|
||||
<text>While your astral arms are summoned, 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>• The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.</text>
|
||||
<text>• Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self (UA): Forms of Your Astral Self</name>
|
||||
<text>The astral self is a translucent embodiment of the monk's psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron.</text>
|
||||
<text>When choosing this path, consider the quirks that define your monk. Are they 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: Unearthed Arcana: Barbarian And Monk p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self (UA): Visage of the Astral Self</name>
|
||||
<text>Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character.</text>
|
||||
<text>While your visage is summoned, you gain the following benefits.</text>
|
||||
<name>Way of the Astral Self (UA): Wisdom of the Spirit</name>
|
||||
<text> You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.</text>
|
||||
<name>Way of the Astral Self (UA): Astral Sight</name>
|
||||
<text> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self (UA): Awakening of the Astral Self</name>
|
||||
<text>Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.</text>
|
||||
<name>Way of the Astral Self (UA): Deflect Energy</name>
|
||||
<text> When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.</text>
|
||||
<name>Way of the Astral Self (UA): Empowered Arms</name>
|
||||
<text> Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.</text>
|
||||
<name>Way of the Astral Self (UA): Word of the Spirit</name>
|
||||
<text> When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 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: Unearthed Arcana: Barbarian And Monk p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self (UA): Improved Arms of the Astral Self</name>
|
||||
<text>At 11th level, you make two extra attacks instead of one when you attack with your astral arms as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self (UA): Complete Astral Self</name>
|
||||
<text>Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character. While your astral self is summoned, you gain the following benefits.</text>
|
||||
<name>Way of the Astral Self (UA): Armor of the Spirit</name>
|
||||
<text> You gain a +2 bonus to AC while you aren't incapacitated.</text>
|
||||
<name>Way of the Astral Self (UA): Astral Barrage</name>
|
||||
<text> Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.</text>
|
||||
<name>Way of the Astral Self (UA): Ki Consumption</name>
|
||||
<text> When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self (UA): Improved Arms of the Astral Self</name>
|
||||
<text>At 17th level, you make three extra attacks instead of one when you attack with your astral arms as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Barbarian And Monk p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
111
Sources/UnearthedArcana/class-monk-ua-monk.xml
Normal file
111
Sources/UnearthedArcana/class-monk-ua-monk.xml
Normal file
@@ -0,0 +1,111 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Monk</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei (UA): Way of the Kensei</name>
|
||||
<text>Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior and is but a side effect of intense devotion, practice, and study.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei (UA): Path of the Kensei</name>
|
||||
<text>When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.</text>
|
||||
<text>You gain the following benefits:</text>
|
||||
<text>• You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you're proficient with it.</text>
|
||||
<text>• Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon's damage die.</text>
|
||||
<text>• When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.</text>
|
||||
<text>• If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of Tranquility (UA): Way of Tranquility</name>
|
||||
<text>Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of Tranquility (UA): Healing Hands</name>
|
||||
<text>Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 10.</text>
|
||||
<text>As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.</text>
|
||||
<text>Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.</text>
|
||||
<text>When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.</text>
|
||||
<text>This feature has no effect on undead and constructs.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of Tranquility (UA): Path of Tranquility</name>
|
||||
<text>When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.</text>
|
||||
<text>Once you cast the spell in this way, you can't do so again for 1 minute.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei (UA): One with the Blade</name>
|
||||
<text>At 6th level, you extend your ki into the weapons you hold, granting you the following benefits:</text>
|
||||
<name>Way of the Kensei (UA): Magic Weapons</name>
|
||||
<text> Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
|
||||
<name>Way of the Kensei (UA): Precise Strike</name>
|
||||
<text> You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of Tranquility (UA): Emissary of Peace</name>
|
||||
<text>At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check.</text>
|
||||
<text>You also gain proficiency in the Performance or Persuasion skill (choose one).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei (UA): Sharpen the Blade</name>
|
||||
<text>At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of Tranquility (UA): Douse the Flames of War</name>
|
||||
<text>At 11th level, you gain the ability to temporarily extinguish a creature's violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it's missing any of its hit points. If the target fails the save, it can't attack for 1 minute. During that time, it also can't cast spells that deal damage or that force someone to make a saving throw.</text>
|
||||
<text>This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei (UA): Unerring Accuracy</name>
|
||||
<text>At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of Tranquility (UA): Anger of a Gentle Soul</name>
|
||||
<text>At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level.</text>
|
||||
<text>Once you use this ability, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Monk p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
54
Sources/UnearthedArcana/class-monk-ua-revisedsubclasses.xml
Normal file
54
Sources/UnearthedArcana/class-monk-ua-revisedsubclasses.xml
Normal file
@@ -0,0 +1,54 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Monk</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei v2 (UA): Way of the Kensei v2</name>
|
||||
<text>Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei v2 (UA): Path of the Kensei</name>
|
||||
<text>When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.</text>
|
||||
<text>You gain the following benefits:</text>
|
||||
<text>• Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above.</text>
|
||||
<text>• If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.</text>
|
||||
<text>• You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei v2 (UA): One with the Blade</name>
|
||||
<text>At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.</text>
|
||||
<name>Way of the Kensei v2 (UA): Magic Kensei Weapons</name>
|
||||
<text> Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
|
||||
<name>Way of the Kensei v2 (UA): Precise Strike</name>
|
||||
<text> When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei v2 (UA): Sharpen the Blade</name>
|
||||
<text>At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Kensei v2 (UA): Unerring Accuracy</name>
|
||||
<text>At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
605
Sources/UnearthedArcana/class-mystic-ua-themysticclass.xml
Normal file
605
Sources/UnearthedArcana/class-mystic-ua-themysticclass.xml
Normal file
@@ -0,0 +1,605 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Mystic (UA)</name>
|
||||
<hd>8</hd>
|
||||
<proficiency>Intelligence, Wisdom, Arcana, History, Insight, Medicine, Nature, Perception, Religion</proficiency>
|
||||
<numSkills>2</numSkills>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Starting Mystic (UA)</name>
|
||||
<text>As a 1st-level Mystic (UA), you begin play with 8+your Constitution modifier hit points.</text>
|
||||
<text></text>
|
||||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light</text>
|
||||
<text>• Weapons: simple</text>
|
||||
<text>• Tools: None</text>
|
||||
<text>• Skills: Choose 2 from Arcana, History, Insight, Medicine, Nature, Perception, Religion</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
<text>• (a) a spear or (b) a mace</text>
|
||||
<text>• (a) leather armor or (b) studded leather armor</text>
|
||||
<text>• (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon</text>
|
||||
<text>• (a) a scholar's pack or (b) an explorer's pack</text>
|
||||
<text></text>
|
||||
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light</armor>
|
||||
<weapons>simple</weapons>
|
||||
<tools>None</tools>
|
||||
<wealth>5d4x10</wealth>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Psionics</name>
|
||||
<text>As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.</text>
|
||||
<text></text>
|
||||
<text>Psionic Talents:</text>
|
||||
<text> A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic (UA) table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.</text>
|
||||
<text></text>
|
||||
<text>Psionic Disciplines:</text>
|
||||
<text> A psionic discipline is a rigid set of mental exercises that allows a Mystic (UA) to manifest psionic power. A Mystic (UA) masters only a few disciplines at a time.</text>
|
||||
<text> At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic (UA) table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.</text>
|
||||
<text> In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.</text>
|
||||
<text></text>
|
||||
<text>Psi Points:</text>
|
||||
<text> You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.</text>
|
||||
<text> The number of psi points you have is based on your Mystic (UA) level, as shown in the Psi Points column of the Mystic (UA) table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.</text>
|
||||
<text></text>
|
||||
<text>Psi Limit:</text>
|
||||
<text> Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your Mystic (UA) level, as shown in the Psi Limit column of the Mystic (UA) table. For example, as a 3rd-level Mystic (UA), you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.</text>
|
||||
<text></text>
|
||||
<text>Psychic Focus:</text>
|
||||
<text> You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.</text>
|
||||
<text> You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines.</text>
|
||||
<text></text>
|
||||
<text>Psionic Ability:</text>
|
||||
<text> Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Psionic Disciplines and Talents</name>
|
||||
<text>Psionic talents and disciplines are the heart of a Mystic (UA)'s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.</text>
|
||||
<text>Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a Mystic (UA) can learn any discipline regardless of its associated order.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Using a Discipline</name>
|
||||
<text>Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.</text>
|
||||
<text>The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.</text>
|
||||
<text></text>
|
||||
<text>Psychic Focus:</text>
|
||||
<text> The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.</text>
|
||||
<text></text>
|
||||
<text>Effect Options and Psi Points:</text>
|
||||
<text> A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option.</text>
|
||||
<text> Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action.</text>
|
||||
<text> Each option notes specific information about its effect, including any action required to use it and its range.</text>
|
||||
<text></text>
|
||||
<text>Components:</text>
|
||||
<text> Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.</text>
|
||||
<text></text>
|
||||
<text>Duration:</text>
|
||||
<text> An effect option in a discipline specifies how long its effect lasts.</text>
|
||||
<text></text>
|
||||
<text>Instantaneous:</text>
|
||||
<text> If no duration is specified, the effect of the option is instantaneous.</text>
|
||||
<text></text>
|
||||
<text>Concentration:</text>
|
||||
<text> Some options require concentration to maintain their effects. This requirement is noted with "conc." after the option's psi point cost. The "conc." notation is followed by the maximum duration of the concentration. For example, if an option says "conc., 1 min.," you can concentrate on its effect for up to 1 minute.</text>
|
||||
<text> Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, "Spellcasting," in the Player's Handbook for how concentration works.</text>
|
||||
<text></text>
|
||||
<text>Targets and Areas of Effect:</text>
|
||||
<text> Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, "Spellcasting," of the Player's Handbook.</text>
|
||||
<text></text>
|
||||
<text>Saving Throws and Attack Rolls:</text>
|
||||
<text> If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.</text>
|
||||
<text> Some disciplines require you to make an attack roll to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability.</text>
|
||||
<text></text>
|
||||
<text>Combining Psionic Effects:</text>
|
||||
<text> The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap.</text>
|
||||
<text> Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Mystic (UA) Order</name>
|
||||
<text>At 1st level, you choose a Mystic (UA) Order from the list of available orders. Each order specializes in a specific approach to psionics.</text>
|
||||
<text>Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Mystic (UA) Order: Order of the Avatar</name>
|
||||
<text>Mystic (UA)s of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these Mystic (UA)s vary from tyrants to inspiring leaders who are loved by their followers.</text>
|
||||
<text>Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Avatar: Armor Training</name>
|
||||
<text>At 1st level, you gain proficiency with medium armor and shields.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Avatar: Bonus Disciplines</name>
|
||||
<text>At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Mystic (UA) Order: Order of the Awakened</name>
|
||||
<text>Mystic (UA)s dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.</text>
|
||||
<text>The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened Mystic (UA)s who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Awakened: Awakened Talent</name>
|
||||
<text>At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Awakened: Bonus Disciplines</name>
|
||||
<text>At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Mystic (UA) Order: Order of the Immortal</name>
|
||||
<text>The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.</text>
|
||||
<text>Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Immortal: Bonus Disciplines</name>
|
||||
<text>At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Immortal: Immortal Durability</name>
|
||||
<text>Starting at 1st level, your hit point maximum increases by 1 per Mystic (UA) level.</text>
|
||||
<text>In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Mystic (UA) Order: Order of the Nomad</name>
|
||||
<text>Mystic (UA)s of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.</text>
|
||||
<text>Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Nomad: Bonus Disciplines</name>
|
||||
<text>At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Nomad: Breadth of Knowledge</name>
|
||||
<text>At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Mystic (UA) Order: Order of the Soul Knife</name>
|
||||
<text>The Order of the Soul Knife sacrifices the breadth of knowledge other Mystic (UA)s gain to focus on a specific psionic technique. These Mystic (UA)s learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.</text>
|
||||
<text>Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Soul Knife: Martial Training</name>
|
||||
<text>At 1st level, you gain proficiency with medium armor and martial weapons.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Soul Knife: Soul Knife</name>
|
||||
<text>Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.</text>
|
||||
<text>For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit.</text>
|
||||
<text>As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Mystic (UA) Order: Order of the Wu Jen</name>
|
||||
<text>The Order of the Wu Jen features some of the most devoted Mystic (UA)s. These Mystic (UA)s seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these Mystic (UA)s cast their minds into the world, seize control of its fundamental principles, and rebuild it.</text>
|
||||
<text>In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Wu Jen: Bonus Disciplines</name>
|
||||
<text>At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Wu Jen: Hermit's Study</name>
|
||||
<text>At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
<name>Mystic (UA)al Recovery</name>
|
||||
<text>Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.</text>
|
||||
<text>Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
<name>Telepathy</name>
|
||||
<text>At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Mystic (UA) Order feature</name>
|
||||
<text>At 3rd level, you gain another feature from your Mystic (UA) Order.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Avatar: Avatar of Battle</name>
|
||||
<text>Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Awakened: Psionic Investigation</name>
|
||||
<text>Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.</text>
|
||||
<text>You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.</text>
|
||||
<text>Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Immortal: Psionic Resilience</name>
|
||||
<text>Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Nomad: Memory of One Thousand Steps</name>
|
||||
<text>At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Soul Knife: Hone the Blade</name>
|
||||
<text>Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.</text>
|
||||
<text></text>
|
||||
<text>Psi Points | Attack and Damage Bonus</text>
|
||||
<text>2 | +1</text>
|
||||
<text>5 | +2</text>
|
||||
<text>7 | +4</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Wu Jen: Elemental Attunement</name>
|
||||
<text>Starting at 3rd level, when a creature's resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature's resistance. You can't spend this point if doing so would increase the discipline's cost above your psi limit.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 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></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
<feature>
|
||||
<name>Strength of Mind</name>
|
||||
<text>Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.</text>
|
||||
<text>Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature>
|
||||
<name>Mystic (UA) Order feature</name>
|
||||
<text>At 6th level, you gain another feature from your Mystic (UA) Order.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Avatar: Avatar of Healing</name>
|
||||
<text>Beginning at 6th level, you project an aura of resilience. While you aren't incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Awakened: Psionic Surge</name>
|
||||
<text>Starting at 6th level, you can overload your psychic focus to batter down an opponent's defenses. You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.</text>
|
||||
<text>You can't use this feature if you can't use your psychic focus.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Immortal: Surge of Health</name>
|
||||
<text>Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.</text>
|
||||
<text>You can't use this feature if you can't use your psychic focus.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Nomad: Superior Teleportation</name>
|
||||
<text>At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Soul Knife: Consumptive Knife</name>
|
||||
<text>Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Wu Jen: Arcane Dabbler</name>
|
||||
<text>At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level.</text>
|
||||
<text>As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.</text>
|
||||
<text></text>
|
||||
<text>Spell Slot Level | Psi Cost</text>
|
||||
<text>1st | 2</text>
|
||||
<text>2nd | 3</text>
|
||||
<text>3rd | 5</text>
|
||||
<text>4th | 6</text>
|
||||
<text>5th | 7</text>
|
||||
<text>The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.</text>
|
||||
<text>Whenever you gain a level in this class, you can replace on of the chosen wizard spells with a different wizard spell of 1st through 3rh level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 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></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature>
|
||||
<name>Potent Psionics (1d8)</name>
|
||||
<text>At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.</text>
|
||||
<text>In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature>
|
||||
<name>Consumptive Power</name>
|
||||
<text>At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature>
|
||||
<name>Psionic Mastery (1/Day)</name>
|
||||
<text>Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent.</text>
|
||||
<text>If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on.</text>
|
||||
<text>At 15th level, the pool of psi points you gain from this feature increases to 11.</text>
|
||||
<text>You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="12" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 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></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature>
|
||||
<name>Psionic Mastery (2/Day)</name>
|
||||
<text>At 13th level, you can use your Psionic Mastery twice per day.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature>
|
||||
<name>Mystic (UA) Order feature</name>
|
||||
<text>At 14th level, you gain another feature from your Mystic (UA) Order.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Avatar: Avatar of Speed</name>
|
||||
<text>Starting at 14th level, you project an aura of speed. While you aren't incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Awakened: Spectral Form</name>
|
||||
<text>At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Immortal: Immortal Will</name>
|
||||
<text>Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your Mystic (UA) level + your Constitution modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 6</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Nomad: Effortless Journey</name>
|
||||
<text>Starting at 14th level, your mind can Mystic (UA)ally move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Soul Knife: Phantom Knife</name>
|
||||
<text>Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 7</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Order of the Wu Jen: Elemental Mastery</name>
|
||||
<text>Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature>
|
||||
<name>Potent Psionics (2d8)</name>
|
||||
<text>At 14th level, your potent psionics damage increased to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature>
|
||||
<name>Psionic Mastery (3/Day)</name>
|
||||
<text>At 15th level, you can use your Psionic Mastery three times per day.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="16" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 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></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature>
|
||||
<name>Psionic Mastery (4/Day)</name>
|
||||
<text>At 17th level, you can use your Psionic Mastery four times per day.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="19" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 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></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature>
|
||||
<name>Psionic Body</name>
|
||||
<text>At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:</text>
|
||||
<text>• You gain resistance to bludgeoning, piercing, and slashing damage.</text>
|
||||
<text>• You no longer age.</text>
|
||||
<text>• You are immune to disease, poison damage, and the poisoned condition.</text>
|
||||
<text>• If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Mystic Class p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,96 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Paladin</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Watchers (UA): Oath of the Watchers</name>
|
||||
<text>Paladins who vow the Oath of the Watchers seek to protect the mortal realm 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: Unearthed Arcana: 2020 Subclasses Pt1 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Watchers (UA): 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>
|
||||
<text></text>
|
||||
<text>Watcher's Will</text>
|
||||
<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, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.</text>
|
||||
<text></text>
|
||||
<text>Abjure the Extraplanar</text>
|
||||
<text> You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</text>
|
||||
<text> A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Watchers (UA): 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, chromatic orb</text>
|
||||
<text>5th | augury, moonbeam</text>
|
||||
<text>9th | counterspell, nondetection</text>
|
||||
<text>13th | aura of purity, banishment</text>
|
||||
<text>17th | hold monster, hallow</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Watchers (UA): Tenets of the Watchers</name>
|
||||
<text>A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats.</text>
|
||||
<text></text>
|
||||
<text>Vigilance</text>
|
||||
<text> The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.</text>
|
||||
<text></text>
|
||||
<text>Loyalty</text>
|
||||
<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>
|
||||
<text></text>
|
||||
<text>Discipline</text>
|
||||
<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: Unearthed Arcana: 2020 Subclasses Pt1 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Watchers (UA): Aura of the Sentinel</name>
|
||||
<text>7th- and 18th-level Oath of the Watchers feature</text>
|
||||
<text>You emit an aura of alertness while you aren't incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1). At 18th level, the range of this aura increases to 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Watchers (UA): Vigilant Rebuke</name>
|
||||
<text>15th-level Oath of the Watchers feature</text>
|
||||
<text>You've learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of the Watchers (UA): Mortal Bulwark</name>
|
||||
<text>20th-level Oath of the Watchers feature</text>
|
||||
<text>You manifest a spark of your deity's power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:</text>
|
||||
<text>• You gain truesight in a 120-foot radius.</text>
|
||||
<text>• You have advantage on attack rolls against elementals, fey, fiends, and aberrations.</text>
|
||||
<text>• When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. 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.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
110
Sources/UnearthedArcana/class-paladin-ua-atrioofsubclasses.xml
Normal file
110
Sources/UnearthedArcana/class-paladin-ua-atrioofsubclasses.xml
Normal file
@@ -0,0 +1,110 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Paladin</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Oath of Redemption</name>
|
||||
<text>The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.</text>
|
||||
<text>While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Armor of Peace</name>
|
||||
<text>Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren't wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Channel Divinity: Emissary of Peace</name>
|
||||
<text>You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Channel Divinity: Rebuke the Violent</name>
|
||||
<text>You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Oath Spells</name>
|
||||
<text>You gain oath spells at the paladin levels listed.</text>
|
||||
<text></text>
|
||||
<text>Oath of Redemption Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | shield, sleep</text>
|
||||
<text>5th | hold person, ray of enfeeblement</text>
|
||||
<text>9th | counterspell, hypnotic pattern</text>
|
||||
<text>13th | Otiluke's resilient sphere, stoneskin</text>
|
||||
<text>17th | hold monster, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Tenets of Redemption</name>
|
||||
<text>The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.</text>
|
||||
<text></text>
|
||||
<text>Peace</text>
|
||||
<text> Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.</text>
|
||||
<text></text>
|
||||
<text>Innocence</text>
|
||||
<text> All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.</text>
|
||||
<text></text>
|
||||
<text>Patience</text>
|
||||
<text> Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.</text>
|
||||
<text></text>
|
||||
<text>Wisdom</text>
|
||||
<text> Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Warrior of Reconciliation</name>
|
||||
<text>At 3rd level, you foreswear the weapons of war in favor of simple tools. While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature's life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can't order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Aura of the Guardian</name>
|
||||
<text>Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. This feature doesn't transfer any other effects that might accompany the damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Protective Spirit</name>
|
||||
<text>Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Redemption (UA): Emissary of Redemption</name>
|
||||
<text>At 20th level, you become an avatar of peace, which gives you two benefits:</text>
|
||||
<text>• You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).</text>
|
||||
<text>• Whenever a creature damages you, it takes damage equal to half the amount it dealt to you.</text>
|
||||
<text>If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
100
Sources/UnearthedArcana/class-paladin-ua-bardandpaladin.xml
Normal file
100
Sources/UnearthedArcana/class-paladin-ua-bardandpaladin.xml
Normal file
@@ -0,0 +1,100 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Paladin</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Heroism (UA): Oath of Heroism</name>
|
||||
<text>The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you're ready when destiny calls.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Heroism (UA): Channel Divinity</name>
|
||||
<text>3rd-level Oath of Heroism feature</text>
|
||||
<text>You gain the following two Channel Divinity options.</text>
|
||||
<text></text>
|
||||
<text>Peerless Athlete</text>
|
||||
<text> You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.</text>
|
||||
<text></text>
|
||||
<text>Legendary Strike</text>
|
||||
<text> You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Heroism (UA): Oath Spells</name>
|
||||
<text>3rd-level Oath of Heroism feature</text>
|
||||
<text>You gain oath spells at the paladin levels listed in the Oath of Heroism Spells table.</text>
|
||||
<text></text>
|
||||
<text>Oath of Heroism Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | expeditious retreat, guiding bolt</text>
|
||||
<text>5th | enhance ability, enthrall</text>
|
||||
<text>9th | haste, protection from energy</text>
|
||||
<text>13th | compulsion, freedom of movement</text>
|
||||
<text>17th | commune, conjure volley</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Heroism (UA): Tenets of Heroism</name>
|
||||
<text>The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend.</text>
|
||||
<text></text>
|
||||
<text>Actions over Words</text>
|
||||
<text> Strive to be known by deeds not words.</text>
|
||||
<text></text>
|
||||
<text>Challenges Are but Tests</text>
|
||||
<text> Every hardship serves to challenge your abilities and harden your resolve.</text>
|
||||
<text></text>
|
||||
<text>Embrace Destiny</text>
|
||||
<text> You didn't choose this path, but it's yours to walk. And it will carry you into legend.</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>Source: Unearthed Arcana: Bard And Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Heroism (UA): Mighty Deed</name>
|
||||
<text>7th-level Oath of Heroism feature</text>
|
||||
<text>Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:</text>
|
||||
<text>• The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).</text>
|
||||
<text>• The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.</text>
|
||||
<text>Once you use this feature, you can't use it again until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Heroism (UA): Glorious Defense</name>
|
||||
<text>15th-level Oath of Heroism feature</text>
|
||||
<text>Your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. 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.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Heroism (UA): Living Myth</name>
|
||||
<text>20th-level Oath of Heroism feature</text>
|
||||
<text>You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes:</text>
|
||||
<text>• You are blessed with otherworldly comeliness, 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 succeed instead.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Bard And Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
174
Sources/UnearthedArcana/class-paladin-ua-paladin.xml
Normal file
174
Sources/UnearthedArcana/class-paladin-ua-paladin.xml
Normal file
@@ -0,0 +1,174 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Paladin</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest (UA): Oath of Conquest</name>
|
||||
<text>The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells. The archdevil Bel, warlord of Avernus, counts many of these paladins called hell knights as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest (UA): Channel Divinity: Conquering Strike</name>
|
||||
<text>You can use your Channel Divinity to break a foe's will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest (UA): Channel Divinity: Guided Strike</name>
|
||||
<text>You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest (UA): Oath Spells</name>
|
||||
<text>You gain oath spells at the paladin levels listed.</text>
|
||||
<text></text>
|
||||
<text>Oath of Conquest Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | armor of Agathys, command</text>
|
||||
<text>5th | hold person, spiritual weapon</text>
|
||||
<text>9th | bestow curse, fear</text>
|
||||
<text>13th | blight, dominate beast</text>
|
||||
<text>17th | dominate person, insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest (UA): Tenets of Conquest</name>
|
||||
<text>A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.</text>
|
||||
<text></text>
|
||||
<text>Douse the Flame of Hope</text>
|
||||
<text> It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies will to fight is shattered forever. A blade can end a life. Fear can end an empire.</text>
|
||||
<text></text>
|
||||
<text>Rule with an Iron Fist</text>
|
||||
<text> Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.</text>
|
||||
<text></text>
|
||||
<text>Strength Above All</text>
|
||||
<text> You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Treachery (UA): Oath of Treachery</name>
|
||||
<text>The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these paladins pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Treachery (UA): Channel Divinity: Conjure Duplicate</name>
|
||||
<text>As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.</text>
|
||||
<text>For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Treachery (UA): Channel Divinity: Poison Strike</name>
|
||||
<text>You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Treachery (UA): Oath Spells</name>
|
||||
<text>You gain oath spells at the paladin levels listed.</text>
|
||||
<text></text>
|
||||
<text>Oath of Treachery Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | charm person, expeditious retreat</text>
|
||||
<text>5th | invisibility, mirror image</text>
|
||||
<text>9th | gaseous form, haste</text>
|
||||
<text>13th | confusion, greater invisibility</text>
|
||||
<text>17th | dominate person, passwall</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Treachery (UA): Tenets of Treachery</name>
|
||||
<text>A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest (UA): Aura of Conquest</name>
|
||||
<text>Starting at 7th level, you emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened.</text>
|
||||
<text>At 18th level, the range of this aura increases to 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Treachery (UA): Aura of Treachery</name>
|
||||
<text>Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.</text>
|
||||
<name>Oath of Treachery (UA): Cull the Herd</name>
|
||||
<text> You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.</text>
|
||||
<name>Oath of Treachery (UA): Treacherous Strike</name>
|
||||
<text> If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed.</text>
|
||||
<text> You can use this ability three times. You regain expended uses of it when you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest (UA): Implacable Spirit</name>
|
||||
<text>Once you reach 15th level, you can no longer be charmed.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Treachery (UA): Blackguard's Escape</name>
|
||||
<text>At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest (UA): Invincible Conqueror</name>
|
||||
<text>At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:</text>
|
||||
<text>• You have resistance to all damage.</text>
|
||||
<text>• When you take the Attack action on your turn, you can make one additional attack as part of that action.</text>
|
||||
<text>• Your melee weapon attacks score a critical hit on a roll of 19 or 20.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Treachery (UA): Icon of Deceit</name>
|
||||
<text>At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:</text>
|
||||
<text>• You are invisible.</text>
|
||||
<text>• If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.</text>
|
||||
<text>• If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Paladin p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,93 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Paladin</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest v2 (UA): Oath of Conquest v2</name>
|
||||
<text>The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.</text>
|
||||
<text>Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest v2 (UA): Channel Divinity: Conquering Presence</name>
|
||||
<text>You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest v2 (UA): Channel Divinity: Guided Strike</name>
|
||||
<text>You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest v2 (UA): Oath Spells</name>
|
||||
<text>You gain oath spells at the paladin levels listed.</text>
|
||||
<text></text>
|
||||
<text>Oath of Conquest Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | armor of Agathys, command</text>
|
||||
<text>5th | hold person, spiritual weapon</text>
|
||||
<text>9th | bestow curse, fear</text>
|
||||
<text>13th | dominate beast, stoneskin</text>
|
||||
<text>17th | cloudkill, dominate person</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest v2 (UA): Tenets of Conquest</name>
|
||||
<text>A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.</text>
|
||||
<text></text>
|
||||
<text>Douse the Flame of Hope</text>
|
||||
<text> It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.</text>
|
||||
<text></text>
|
||||
<text>Rule with an Iron Fist</text>
|
||||
<text> Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.</text>
|
||||
<text></text>
|
||||
<text>Strength Above All</text>
|
||||
<text> You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest v2 (UA): Aura of Conquest</name>
|
||||
<text>Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.</text>
|
||||
<text>If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest v2 (UA): Scornful Rebuke</name>
|
||||
<text>Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you're not incapacitated.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Conquest v2 (UA): Invincible Conqueror</name>
|
||||
<text>At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:</text>
|
||||
<text>• You have resistance to all damage.</text>
|
||||
<text>• When you take the Attack action on your turn, you can make one additional attack as part of that action.</text>
|
||||
<text>• Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,92 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer</name>
|
||||
<text>As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.</text>
|
||||
<text>Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
|
||||
<text></text>
|
||||
<text>Feywild Gifts</text>
|
||||
<text>d6 | Gift</text>
|
||||
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
|
||||
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
|
||||
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
|
||||
<text>4 | Your shadow dances while no one is looking directly at it.</text>
|
||||
<text>5 | Delicate horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Cunning Will</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Dreadful Strikes</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.</text>
|
||||
<text>When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
|
||||
<text>3rd-level Fey Wanderer feature</text>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Fey Wanderer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | charm person</text>
|
||||
<text>5th | misty step</text>
|
||||
<text>9th | dispel magic</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Blessings of the Courts</name>
|
||||
<text>7th-level Fey Wanderer feature</text>
|
||||
<text>You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.</text>
|
||||
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Beguiling Twist</name>
|
||||
<text>11th-level Fey Wanderer feature</text>
|
||||
<text>You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:</text>
|
||||
<text>• The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text>• The creature takes 3d10 psychic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Fey Wanderer (UA): Misty Presence</name>
|
||||
<text>15th-level Fey Wanderer feature</text>
|
||||
<text>You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.</text>
|
||||
<text>Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,83 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drakewarden</name>
|
||||
<text>Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the</text>
|
||||
<text>drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.</text>
|
||||
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
|
||||
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
|
||||
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
|
||||
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
|
||||
<text>6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Draconic Gift</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:</text>
|
||||
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
|
||||
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake Companion</name>
|
||||
<text>3rd-level Drakewarden feature</text>
|
||||
<text>You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.</text>
|
||||
<text>The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.</text>
|
||||
<text>Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.</text>
|
||||
<text>The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Bond of Fang and Scale</name>
|
||||
<text>7th-level Drakewarden feature</text>
|
||||
<text>The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
|
||||
<text>• Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Drake's Breath</name>
|
||||
<text>11th-level Drakewarden feature</text>
|
||||
<text>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Drakewarden (UA): Perfected Bond</name>
|
||||
<text>15th-level Drakewarden feature</text>
|
||||
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
|
||||
<text>• The drake grows to Large size.</text>
|
||||
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).</text>
|
||||
<text>• When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,64 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Monster Slayer</name>
|
||||
<text>Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Eye</name>
|
||||
<text>Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.</text>
|
||||
<text>In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.</text>
|
||||
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Mysticism</name>
|
||||
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Monster Slayer Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | zone of truth</text>
|
||||
<text>9th | magic circle</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | planar binding</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Supernatural Defense</name>
|
||||
<text>At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Relentless Slayer</name>
|
||||
<text>At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Monster Slayer (UA): Slayer's Counter</name>
|
||||
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,85 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper</name>
|
||||
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||
<text>As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
|
||||
<text>3rd-level Swarmkeeper feature</text>
|
||||
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Swarmkeeper Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | faerie fire</text>
|
||||
<text>5th | web</text>
|
||||
<text>9th | gaseous form</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Writhing Tide</name>
|
||||
<text>7th-level Swarmkeeper feature</text>
|
||||
<text>You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>The extra damage from your swarm increases to 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Scuttling Eyes</name>
|
||||
<text>11th-level Swarmkeeper feature</text>
|
||||
<text>As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||
<text>As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Swarmkeeper (UA): Storm of Minions</name>
|
||||
<text>15th-level Swarmkeeper feature</text>
|
||||
<text>Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,76 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Close Quarters Shooter</name>
|
||||
<text>When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 89</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Tunnel Fighter</name>
|
||||
<text>As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 89</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Deep Stalker</name>
|
||||
<text>Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Deep Stalker Magic</name>
|
||||
<text>From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known.</text>
|
||||
<text></text>
|
||||
<text>Deep Stalker Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | disguise self</text>
|
||||
<text>5th | rope trick</text>
|
||||
<text>9th | glyph of warding</text>
|
||||
<text>13th | greater invisibility</text>
|
||||
<text>17th | seeming</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Underdark Scout</name>
|
||||
<text>At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Iron Mind</name>
|
||||
<text>At 7th level, you gain proficiency in Wisdom saving throws.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Stalker's Flurry</name>
|
||||
<text>Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Deep Stalker (UA): Stalker's Dodge</name>
|
||||
<text>At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
35
Sources/UnearthedArcana/class-ranger-ua-modifyingclasses.xml
Normal file
35
Sources/UnearthedArcana/class-ranger-ua-modifyingclasses.xml
Normal file
@@ -0,0 +1,35 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger (Spell-less) (UA)</name>
|
||||
<hd>10</hd>
|
||||
<proficiency>Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</proficiency>
|
||||
<numSkills>3</numSkills>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Starting Ranger (Spell-less) (UA)</name>
|
||||
<text>As a 1st-level Ranger (Spell-less) (UA), you begin play with 10+your Constitution modifier hit points.</text>
|
||||
<text></text>
|
||||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light, medium, shields</text>
|
||||
<text>• Weapons: simple, martial</text>
|
||||
<text>• Tools: none</text>
|
||||
<text>• Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
<text>• (a) scale mail or (b) leather armor</text>
|
||||
<text>• (a) two shortsword or (b) two simple melee weapons</text>
|
||||
<text>• (a) a dungeoneer's pack or (b) an explorer's pack</text>
|
||||
<text>• A longbow and a quiver of arrows (20)</text>
|
||||
<text></text>
|
||||
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modifying Classes p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light, medium, shields</armor>
|
||||
<weapons>simple, martial</weapons>
|
||||
<tools>none</tools>
|
||||
<wealth>5d4x10</wealth>
|
||||
</class>
|
||||
</compendium>
|
||||
32
Sources/UnearthedArcana/class-ranger-ua-ranger.xml
Normal file
32
Sources/UnearthedArcana/class-ranger-ua-ranger.xml
Normal file
@@ -0,0 +1,32 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger (Ambuscade) (UA)</name>
|
||||
<hd>6</hd>
|
||||
<proficiency>Dexterity, Wisdom, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</proficiency>
|
||||
<numSkills>3</numSkills>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Starting Ranger (Ambuscade) (UA)</name>
|
||||
<text>As a 1st-level Ranger (Ambuscade) (UA), you begin play with 6+your Constitution modifier hit points.</text>
|
||||
<text></text>
|
||||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light, shields</text>
|
||||
<text>• Weapons: simple, martial</text>
|
||||
<text>• Tools: herbalism kit</text>
|
||||
<text>• Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
<text>• leather armor</text>
|
||||
<text>• (a) two shortsword or (b) two martial melee weapons or (c) a martial weapon and a shield</text>
|
||||
<text>• (a) a dungeoneer's pack or (b) an explorer's pack</text>
|
||||
<text>• (a) a longbow and a quiver of arrows (20) or (b) a martial weapon</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light, shields</armor>
|
||||
<weapons>simple, martial</weapons>
|
||||
<tools>herbalism kit</tools>
|
||||
</class>
|
||||
</compendium>
|
||||
144
Sources/UnearthedArcana/class-ranger-ua-rangerandrogue.xml
Normal file
144
Sources/UnearthedArcana/class-ranger-ua-rangerandrogue.xml
Normal file
@@ -0,0 +1,144 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Horizon Walker</name>
|
||||
<text>Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Planar Magic</name>
|
||||
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Horizon Walker Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | protection from evil and good</text>
|
||||
<text>5th | alter self</text>
|
||||
<text>9th | protection from energy</text>
|
||||
<text>13th | banishment</text>
|
||||
<text>17th | teleportation circle</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Planar Warrior</name>
|
||||
<text>At 3rd level, you learn to draw on the energy of the planes to augment your attacks.</text>
|
||||
<text>As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Portal Lore</name>
|
||||
<text>At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.</text>
|
||||
<text>See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Primeval Guardian</name>
|
||||
<text>Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.</text>
|
||||
<text>These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Magic</name>
|
||||
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.</text>
|
||||
<text></text>
|
||||
<text>Primeval Guardian Spells</text>
|
||||
<text>Ranger Level | Spells</text>
|
||||
<text>3rd | entangle</text>
|
||||
<text>5th | enhance ability</text>
|
||||
<text>9th | conjure animals</text>
|
||||
<text>13th | giant insect</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Soul</name>
|
||||
<text>Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.</text>
|
||||
<text>You undergo the following changes while in your guardian form:</text>
|
||||
<text>• Your size becomes Large, unless you were larger.</text>
|
||||
<text>• Any speed you have becomes 5 feet, unless the speed was lower.</text>
|
||||
<text>• Your reach increases by 5 feet.</text>
|
||||
<text>• You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Piercing Thorns</name>
|
||||
<text>At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Ethereal Step</name>
|
||||
<text>At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Ancient Fortitude</name>
|
||||
<text>At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Distant Strike</name>
|
||||
<text>At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.</text>
|
||||
<text>If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Rooted Defense</name>
|
||||
<text>At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Horizon Walker (UA): Spectral Defense</name>
|
||||
<text>At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Primeval Guardian (UA): Guardian Aura</name>
|
||||
<text>Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
93
Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml
Normal file
93
Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml
Normal file
@@ -0,0 +1,93 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Ranger (Revised) (UA)</name>
|
||||
<hd>10</hd>
|
||||
<proficiency>Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</proficiency>
|
||||
<numSkills>3</numSkills>
|
||||
<spellAbility>Wisdom</spellAbility>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Starting Ranger (Revised) (UA)</name>
|
||||
<text>As a 1st-level Ranger (Revised) (UA), you begin play with 10+your Constitution modifier hit points.</text>
|
||||
<text></text>
|
||||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light, medium, shields</text>
|
||||
<text>• Weapons: simple, martial</text>
|
||||
<text>• Tools: none</text>
|
||||
<text>• Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
<text>• (a) scale mail or (b) leather armor</text>
|
||||
<text>• (a) two shortsword or (b) two simple melee weapons</text>
|
||||
<text>• (a) a dungeoneer's pack or (b) an explorer's pack</text>
|
||||
<text>• A longbow and a quiver of arrows (20)</text>
|
||||
<text></text>
|
||||
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Ranger Revised p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light, medium, shields</armor>
|
||||
<weapons>simple, martial</weapons>
|
||||
<tools>none</tools>
|
||||
<wealth>5d4x10</wealth>
|
||||
<autolevel level="2">
|
||||
<slots>0, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<slots>0, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
<slots>0, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<slots>0, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<slots>0, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<slots>0, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<slots>0, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<slots>0, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<slots>0, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<slots>0, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="12">
|
||||
<slots>0, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<slots>0, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<slots>0, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<slots>0, 4, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="16">
|
||||
<slots>0, 4, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<slots>0, 4, 3, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<slots>0, 4, 3, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="19">
|
||||
<slots>0, 4, 3, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<slots>0, 4, 3, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,147 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Rogue</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Soulknife</name>
|
||||
<text>Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations, whereas 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, and most governments would 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, and in the world of Athas, a Sorcerer-King often turns to a Soulknife to eliminate an enemy, just as an insurgent Soulknife seeks to undermine that Sorcerer-King's rule.</text>
|
||||
<text>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psionic Talent</name>
|
||||
<text>3rd-level Soulknife feature</text>
|
||||
<text>You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.</text>
|
||||
<text></text>
|
||||
<text>Psionic Talent Options</text>
|
||||
<text> You can use your Psionic Talent die in the following ways:</text>
|
||||
<text></text>
|
||||
<text> Psi-Bolstered Knack.</text>
|
||||
<text>• When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.</text>
|
||||
<text> Psychic Whispers.</text>
|
||||
<text>• You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, 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></text>
|
||||
<text></text>
|
||||
<text>Changing the Die's Size</text>
|
||||
<text> If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.</text>
|
||||
<text> Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.</text>
|
||||
<text> Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
|
||||
<text></text>
|
||||
<text>Psi Replenishment</text>
|
||||
<text> As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psychic Blades</name>
|
||||
<text>3rd-level Soulknife feature</text>
|
||||
<text>You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, 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: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Soulknife</name>
|
||||
<text>A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds.</text>
|
||||
<text>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psionic Enhancement</name>
|
||||
<text>3rd-level Soulknife feature</text>
|
||||
<text>You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:</text>
|
||||
<text>• You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.</text>
|
||||
<text>• Increase your walking speed by 5 feet.</text>
|
||||
<text>• Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psychic Blade</name>
|
||||
<text>3rd-level Soulknife feature</text>
|
||||
<text>As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated.</text>
|
||||
<text>The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Soul Blades</name>
|
||||
<text>9th-level Soulknife feature</text>
|
||||
<text>Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways:</text>
|
||||
<text></text>
|
||||
<text> Homing Strikes.</text>
|
||||
<text>• If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled.</text>
|
||||
<text> Psychic Teleportation.</text>
|
||||
<text>• If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Terrifying Blade</name>
|
||||
<text>9th-level Soulknife feature</text>
|
||||
<text>Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psionic 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 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if 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 decrease your Psionic Talent die by one die size to use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psychic Veil</name>
|
||||
<text>13th-level Soulknife feature</text>
|
||||
<text>You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw.</text>
|
||||
<text>You can use this feature 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: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): 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). Unless the save succeeds, the target is stunned until the end of your next turn.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Rend Mind</name>
|
||||
<text>17th-level Soulknife feature</text>
|
||||
<text>You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature.</text>
|
||||
<text>You can use this feature 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: Unearthed Arcana: 2020 Psionic Options Revisited p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,65 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Rogue</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Phantom (UA): 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 (Forgotten Realms) and Karrnath (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 works 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 god of death?</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Phantom (UA): Wails from the Grave</name>
|
||||
<text>3rd-level Phantom feature</text>
|
||||
<text>As you nudge someone closer to the grave, you can cause deathly wails to be heard near them. 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 psychic 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: Unearthed Arcana: 2020 Subclasses Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Phantom (UA): Whispers of the Dead</name>
|
||||
<text>3rd-level Phantom feature</text>
|
||||
<text>Echoes of those who have died begin to cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. This proficiency lasts until you use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Phantom (UA): 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 open your free hand and a Tiny trinket appears there, a soul trinket. The DM chooses the trinket's form or has you roll on the Trinket table in the Player's Handbook to determine it.</text>
|
||||
<text>While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. 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>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.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>Phantom (UA): Ghost Walk</name>
|
||||
<text>13th-level Phantom feature</text>
|
||||
<text>You can now 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: Unearthed Arcana: 2020 Subclasses Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Phantom (UA): Death Knell</name>
|
||||
<text>17th-level Phantom feature</text>
|
||||
<text>When you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,80 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Rogue</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>The Revived (UA): The Revived</name>
|
||||
<text>You've had a soul-shaking realization: you've been dead before, yet somehow you are alive again. This life isn't your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn't done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death's representatives among the living.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>The Revived (UA): Bolts from the Grave</name>
|
||||
<text>3rd-level Revived feature</text>
|
||||
<text>You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>The Revived (UA): Revived Nature</name>
|
||||
<text>3rd-level Revived feature</text>
|
||||
<text>Your newfound connection to death gives you the following benefits:</text>
|
||||
<text>• You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.</text>
|
||||
<text>• You don't need to eat, drink, or breathe.</text>
|
||||
<text>• You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>The Revived (UA): Tokens of Past Lives</name>
|
||||
<text>3rd-level Revived feature</text>
|
||||
<text>You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>The Revived (UA): Connect with the Dead</name>
|
||||
<text>9th-level Revived feature</text>
|
||||
<text>You can create a link with a spirit through their corpse. When you do so, you cast the speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell.</text>
|
||||
<text>Speaking with the dead in this way temporarily gives you a capability from a past life—you're unsure whether it's from your past or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Revived Capabilities</text>
|
||||
<text>d3 | Capability</text>
|
||||
<text>1 | You learn how to speak, read, and write one language of your choice.</text>
|
||||
<text>2 | You gain one skill or tool proficiency of your choice.</text>
|
||||
<text>3 | You gain proficiency with one saving throw of your choice.</text>
|
||||
<text>After you cast the spell with this feature, you can't do so again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>The Revived (UA): Audience with Death</name>
|
||||
<text>13th-level Revived feature</text>
|
||||
<text>When at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died.</text>
|
||||
<text>In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>The Revived (UA): Ethereal Jaunt</name>
|
||||
<text>17th-level Revived feature</text>
|
||||
<text>Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
147
Sources/UnearthedArcana/class-rogue-ua-fighterroguewizard.xml
Normal file
147
Sources/UnearthedArcana/class-rogue-ua-fighterroguewizard.xml
Normal file
@@ -0,0 +1,147 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Rogue</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Soulknife</name>
|
||||
<text>Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations, whereas 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, and most governments would 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, and in the world of Athas, a Sorcerer-King often turns to a Soulknife to eliminate an enemy, just as an insurgent Soulknife seeks to undermine that Sorcerer-King's rule.</text>
|
||||
<text>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psionic Talent</name>
|
||||
<text>3rd-level Soulknife feature</text>
|
||||
<text>You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.</text>
|
||||
<text></text>
|
||||
<text>Psionic Talent Options</text>
|
||||
<text> You can use your Psionic Talent die in the following ways:</text>
|
||||
<text></text>
|
||||
<text> Psi-Bolstered Knack.</text>
|
||||
<text>• When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.</text>
|
||||
<text> Psychic Whispers.</text>
|
||||
<text>• You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, 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></text>
|
||||
<text></text>
|
||||
<text>Changing the Die's Size</text>
|
||||
<text> If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.</text>
|
||||
<text> Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.</text>
|
||||
<text> Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
|
||||
<text></text>
|
||||
<text>Psi Replenishment</text>
|
||||
<text> As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psychic Blades</name>
|
||||
<text>3rd-level Soulknife feature</text>
|
||||
<text>You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, 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: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Soulknife</name>
|
||||
<text>A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds.</text>
|
||||
<text>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psionic Enhancement</name>
|
||||
<text>3rd-level Soulknife feature</text>
|
||||
<text>You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:</text>
|
||||
<text>• You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.</text>
|
||||
<text>• Increase your walking speed by 5 feet.</text>
|
||||
<text>• Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psychic Blade</name>
|
||||
<text>3rd-level Soulknife feature</text>
|
||||
<text>As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated.</text>
|
||||
<text>The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Soul Blades</name>
|
||||
<text>9th-level Soulknife feature</text>
|
||||
<text>Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways:</text>
|
||||
<text></text>
|
||||
<text> Homing Strikes.</text>
|
||||
<text>• If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled.</text>
|
||||
<text> Psychic Teleportation.</text>
|
||||
<text>• If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Terrifying Blade</name>
|
||||
<text>9th-level Soulknife feature</text>
|
||||
<text>Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psionic 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 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if 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 decrease your Psionic Talent die by one die size to use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Psychic Veil</name>
|
||||
<text>13th-level Soulknife feature</text>
|
||||
<text>You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw.</text>
|
||||
<text>You can use this feature 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: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): 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). Unless the save succeeds, the target is stunned until the end of your next turn.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife (UA): Rend Mind</name>
|
||||
<text>17th-level Soulknife feature</text>
|
||||
<text>You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature.</text>
|
||||
<text>You can use this feature 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: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
63
Sources/UnearthedArcana/class-rogue-ua-gothicheroes.xml
Normal file
63
Sources/UnearthedArcana/class-rogue-ua-gothicheroes.xml
Normal file
@@ -0,0 +1,63 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Rogue</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Inquisitive (UA): Inquisitive</name>
|
||||
<text>As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Inquisitive (UA): Ear for Deceit</name>
|
||||
<text>When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Inquisitive (UA): Eye for Detail</name>
|
||||
<text>Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) check to spot a hidden creature or object, to make an Intelligence (Investigation) check to uncover and decipher clues, or to use Insightful Fighting.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Inquisitive (UA): Insightful Fighting</name>
|
||||
<text>At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, opposed by the target's Charisma (Deception) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target.</text>
|
||||
<text>This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Inquisitive (UA): Steady Eye</name>
|
||||
<text>At 9th level, you gain advantage on any Wisdom (Perception) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>Inquisitive (UA): Unerring Eye</name>
|
||||
<text>At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Inquisitive (UA): Eye for Weakness</name>
|
||||
<text>At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Gothic Heroes p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
55
Sources/UnearthedArcana/class-rogue-ua-rangerandrogue.xml
Normal file
55
Sources/UnearthedArcana/class-rogue-ua-rangerandrogue.xml
Normal file
@@ -0,0 +1,55 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Rogue</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Scout</name>
|
||||
<text>You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Skirmisher</name>
|
||||
<text>Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Survivalist</name>
|
||||
<text>When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Superior Mobility</name>
|
||||
<text>At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Ambush Master</name>
|
||||
<text>Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally's initiative above yours, the ally's initiative instead equals your initiative.</text>
|
||||
<text>Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally's next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Scout (UA): Sudden Strike</name>
|
||||
<text>Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,89 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Sorcerer</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Psionic Soul (UA): Psionic Soul</name>
|
||||
<text>One day a light blazed forth within you—the illumination of psionic power. Your mind now simmers with this power, the full extent of which you won't fully grasp for years to come. You can touch other minds with it 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>Among githyanki and githzerai, the powers of Psionic Soul sorcerers are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering this origin's abilities within themselves, and in Athas, more sorcerers are born with a Psionic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.</text>
|
||||
<text>As a Psionic Soul sorcerer, you decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness? Consult the Psionic Origins table for a possible origin of your power.</text>
|
||||
<text></text>
|
||||
<text>Psionic Origins</text>
|
||||
<text>d10 | Origin</text>
|
||||
<text>1 | You were exposed to the Far Realm's warping influence. You can now use your mind in ways you never thought possible, and you're also convinced that a tendril is growing upon you.</text>
|
||||
<text>2 | A psychic wind from the Astral Plane carried psionic energy into your being. When you use your powers now, faint motes of light sparkle around you.</text>
|
||||
<text>3 | You or your ancestor were trained by a githzerai monk to unlock the psionic potential within yourself.</text>
|
||||
<text>4 | A spirit haunts your mind, lending incredible power to your thoughts. When you sleep, the spirit's memories invade your dreams.</text>
|
||||
<text>5 | Deep in a forest touched by the Feywild, you drank from a glimmering stream, and now your mind shines with power. Beasts and fey creatures are often now friendly to you, as if they can sense the light within you.</text>
|
||||
<text>6 | Upon recovering from a near-fatal injury, you found yourself with psionic powers. Whenever you use them, your old wound tingles.</text>
|
||||
<text>7 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now the psionic power is yours. When you use it, your flesh shines with a strange mucus.</text>
|
||||
<text>8 | As a child, you had an imaginary friend that looked like a flumph or a strange platypuslike creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.</text>
|
||||
<text>9 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your vestigial twin!</text>
|
||||
<text>10 | You grew up near the lair of a sapphire dragon, and now your eyes glow with sapphire light when you use your newfound powers.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Psionic Soul (UA): Psionic Talent</name>
|
||||
<text>1st-level Psionic Soul feature</text>
|
||||
<text>You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.</text>
|
||||
<text></text>
|
||||
<text>Psionic Talent Options</text>
|
||||
<text> You can use your Psionic Talent die in the following ways:</text>
|
||||
<text></text>
|
||||
<text> Psionic Discovery.</text>
|
||||
<text>• You can unlock the ability to cast a mind-oriented sorcerer spell you don't already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a sorcerer spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled.</text>
|
||||
<text> Psychic Sorcery.</text>
|
||||
<text>• When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn't require somatic or material components either.</text>
|
||||
<text> Telepathic Speech.</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, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, 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 the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Changing the Die's Size</text>
|
||||
<text> If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.</text>
|
||||
<text> Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.</text>
|
||||
<text> Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
|
||||
<text></text>
|
||||
<text>Psi Replenishment</text>
|
||||
<text> As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Psionic Soul (UA): Psychic Strike</name>
|
||||
<text>6th-level Psionic Soul feature</text>
|
||||
<text>You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Psionic Soul (UA): Mind Over Body</name>
|
||||
<text>14th-level Psionic Soul feature</text>
|
||||
<text>You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:</text>
|
||||
<text>• You can see any invisible creature within 60 feet of you, provided it isn't behind total cover.</text>
|
||||
<text>• You gain a flying speed equal to your walking speed, and you can hover.</text>
|
||||
<text>• You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.</text>
|
||||
<text>• Your body, along with any equipment you are wearing or carrying, becomes 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: Unearthed Arcana: 2020 Psionic Options Revisited p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Psionic Soul (UA): Psychic Aura</name>
|
||||
<text>18th-level Psionic Soul feature</text>
|
||||
<text>If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot-radius aura for 1 minute or until you're incapacitated or lose the use of your Psionic Talent die.</text>
|
||||
<text>Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,84 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Sorcerer</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Clockwork Soul (UA): Clockwork Soul</name>
|
||||
<text>A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.</text>
|
||||
<text>The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can't comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell.</text>
|
||||
<text></text>
|
||||
<text>Manifestations of Mechanus</text>
|
||||
<text>d6 | Manifestation</text>
|
||||
<text>1 | Large, spectral cogwheels appear hovering behind you.</text>
|
||||
<text>2 | The hands of a clock appear in your eyes.</text>
|
||||
<text>3 | Your skin glows with a golden, metallic sheen.</text>
|
||||
<text>4 | Your features become unnaturally angular, like geometric objects.</text>
|
||||
<text>5 | Your spellcasting focus takes the form of a miniature Spawning Stone or other creation of Primus.</text>
|
||||
<text>6 | The ringing of a clock can be heard by you and those affected by your magic.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Clockwork Soul (UA): 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 spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.</text>
|
||||
<text></text>
|
||||
<text>Clockwork Spells</text>
|
||||
<text>Sorcerer Level | Spells</text>
|
||||
<text>1st | alarm, protection from evil and good</text>
|
||||
<text>3rd | find traps, heat metal</text>
|
||||
<text>5th | counterspell, glyph of warding</text>
|
||||
<text>7th | arcane eye, Otiluke's resilient sphere</text>
|
||||
<text>9th | animate objects, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Clockwork Soul (UA): 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 Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Clockwork Soul (UA): Bulwark of Law</name>
|
||||
<text>6th-level Clockwork Soul feature</text>
|
||||
<text>You can 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 use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Clockwork Soul (UA): Trance of Order</name>
|
||||
<text>14th-level Clockwork Soul feature</text>
|
||||
<text>You gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, 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 d20 roll of 9 or lower as a 10.</text>
|
||||
<text>Once you use this action, you can't use it again until you finish a long rest or until you expend 5 sorcery points to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Clockwork Soul (UA): Clockwork Cavalcade</name>
|
||||
<text>18th-level Clockwork Soul feature</text>
|
||||
<text>You summon spirits of order to restore balance 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, work fast and efficiently, and 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.</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 or until you expend 7 sorcery points to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,82 @@
|
||||
<?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: Giant Soul (UA)</name>
|
||||
<text>The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Giant Soul Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Giant Soul (UA): Jotun Resilience</name>
|
||||
<text>The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Giant Soul Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Giant Soul (UA): Mark of the Ordning</name>
|
||||
<text>At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.</text>
|
||||
<text></text>
|
||||
<text>Giant Type | Spells at 1st Level | Spells at 3rd Level</text>
|
||||
<text>Cloud Giant | fog cloud, minor illusion | invisibility</text>
|
||||
<text>Fire Giant | burning hands, fire bolt | flaming sphere</text>
|
||||
<text>Frost Giant | armor of Agathys, ray of frost | hold person</text>
|
||||
<text>Hill Giant | heroism, shillelagh | enlarge/reduce</text>
|
||||
<text>Stone Giant | entangle, resistance | spike growth</text>
|
||||
<text>Storm Giant | shocking grasp, thunderwave | gust of wind</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Giant Soul Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Giant Soul (UA): Soul of Lost Ostoria</name>
|
||||
<text>Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature.</text>
|
||||
<name>Giant Soul (UA): Cloud Giant</name>
|
||||
<text> Immediately after you cast any of your Mark of the Ordning spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier.</text>
|
||||
<name>Giant Soul (UA): Fire Giant</name>
|
||||
<text> You gain a bonus to the damage rolls of your Mark of the Ordning spells. The bonus equals your Constitution modifier (minimum of +1).</text>
|
||||
<name>Giant Soul (UA): Frost Giant</name>
|
||||
<text> Immediately after you cast any of your Mark of the Ordning spells, you gain temporary hit points equal to your Constitution modifier (minimum of 1). But if the spell is armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1).</text>
|
||||
<name>Giant Soul (UA): Hill Giant</name>
|
||||
<text> Immediately after you cast any of your Mark of the Ordning spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.</text>
|
||||
<name>Giant Soul (UA): Stone Giant</name>
|
||||
<text> Immediately after you cast any of your Mark of the Ordning spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn.</text>
|
||||
<name>Giant Soul (UA): Storm Giant</name>
|
||||
<text> Immediately after you cast any of your Mark of the Ordning spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Giant Soul Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Giant Soul (UA): Rage of Fallen Ostoria</name>
|
||||
<text>Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example.</text>
|
||||
<text>This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:</text>
|
||||
<text>• Your current hit points and your hit point maximum both increase by 1 per sorcerer level.</text>
|
||||
<text>• Your reach increases by 5 feet.</text>
|
||||
<text>• Your walking speed increases by 5 feet.</text>
|
||||
<text>• You have advantage on Strength checks and Strength saving throws.</text>
|
||||
<text>• You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).</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: Unearthed Arcana: Giant Soul Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Giant Soul (UA): Blessing of the All Father</name>
|
||||
<text>At 18th level, your Constitution score increases by 2, up to a maximum of 22.</text>
|
||||
<text>In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Giant Soul Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,68 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Sorcerer</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Shadow (UA): Shadow</name>
|
||||
<text>Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner.</text>
|
||||
<text>The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.</text>
|
||||
<text></text>
|
||||
<text>Shadow Sorcerer Quirks</text>
|
||||
<text>d6 | Quirk</text>
|
||||
<text>1 | You are always icy cold to the touch.</text>
|
||||
<text>2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive).</text>
|
||||
<text>3 | You don't seem to bleed, even when badly injured.</text>
|
||||
<text>4 | Your heart beats once per minute. This even sometimes surprises you.</text>
|
||||
<text>5 | You have trouble remembering that living creatures and corpses should be treated differently.</text>
|
||||
<text>6 | You blinked. Once. Last week.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Shadow (UA): Eyes of the Dark</name>
|
||||
<text>From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Shadow (UA): Strength of the Grave</name>
|
||||
<text>Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Shadow (UA): Hound of Ill Omen</name>
|
||||
<text>At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf's statistics with the following changes:</text>
|
||||
<text>• The hound is size Medium.</text>
|
||||
<text>• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.</text>
|
||||
<text>• At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.</text>
|
||||
<text>The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only towards its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attack, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Shadow (UA): Shadow Walk</name>
|
||||
<text>At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Shadow (UA): Shadow Form</name>
|
||||
<text>At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,55 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Sorcerer</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul (UA): Favored Soul</name>
|
||||
<text>You have been chosen by a deity, and bestowed with a fragment of their divine power. You have been fundamentally changed by the touch of this deity, which awakens powerful magical abilities inside you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modifying Classes p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul (UA): Bonus Proficiency</name>
|
||||
<text>At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modifying Classes p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul (UA): Chosen of the Gods</name>
|
||||
<text>At 1st level, you choose one of the cleric class's divine domains. You add that domain's spells for 1st-level clerics to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your domain's spells that become available at those levels.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modifying Classes p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul (UA): Extra Attack</name>
|
||||
<text>Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modifying Classes p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul (UA): Divine Wings</name>
|
||||
<text>At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.</text>
|
||||
<text>You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modifying Classes p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul (UA): Power of the Chosen</name>
|
||||
<text>Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum of +1) + the spell's level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modifying Classes p. 8</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,60 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Sorcerer</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v3 (UA): Favored Soul v3</name>
|
||||
<text>Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.</text>
|
||||
<text>Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.</text>
|
||||
<text>In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v3 (UA): Divine Magic</name>
|
||||
<text>Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</text>
|
||||
<text>You also learn the cure wounds spell, which does not count against your number of sorcerer spells known.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v3 (UA): Favored by the Gods</name>
|
||||
<text>Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.</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: Unearthed Arcana: Revised Subclasses p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v3 (UA): Empowered Healing</name>
|
||||
<text>Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v3 (UA): Angelic Form</name>
|
||||
<text>At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.</text>
|
||||
<text>In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you're incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v3 (UA): Unearthly Recovery</name>
|
||||
<text>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Subclasses p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
268
Sources/UnearthedArcana/class-sorcerer-ua-sorcerer.xml
Normal file
268
Sources/UnearthedArcana/class-sorcerer-ua-sorcerer.xml
Normal file
@@ -0,0 +1,268 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Sorcerer</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v2 (UA): Favored Soul v2</name>
|
||||
<text>Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.</text>
|
||||
<text>Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.</text>
|
||||
<text>In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v2 (UA): Divine Magic</name>
|
||||
<text>Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v2 (UA): Favored by the Gods</name>
|
||||
<text>Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.</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: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v2 (UA): Supernatural Resilience</name>
|
||||
<text>At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Sorcerous Origin: Phoenix Sorcery (UA)</name>
|
||||
<text>Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.</text>
|
||||
<text>That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.</text>
|
||||
<text>More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.</text>
|
||||
<text>Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.</text>
|
||||
<text></text>
|
||||
<text>Phoenix Soul Quirks</text>
|
||||
<text>d6 | Phoenix Soul</text>
|
||||
<text>1 | You absentmindedly ignite small fires that quickly sputter out.</text>
|
||||
<text>2 | You cackle like a fiend when you unleash your fire spells.</text>
|
||||
<text>3 | You admire fire, even if it burns your friends.</text>
|
||||
<text>4 | You are covered in burns that mark the first time your power manifested.</text>
|
||||
<text>5 | You like your food charred.</text>
|
||||
<text>6 | You are brave to the point of recklessness.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Phoenix Sorcery (UA): Ignite</name>
|
||||
<text>At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Phoenix Sorcery (UA): Mantle of Flame</name>
|
||||
<text>Starting at 1st level, you can unleash the phoenix fire that blazes within you.</text>
|
||||
<text>As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:</text>
|
||||
<text>• You shed bright light in a 30-foot radius and dim light for an additional 30 feet.</text>
|
||||
<text>• Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.</text>
|
||||
<text>• Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Sorcerous Origin: Sea Sorcery (UA)</name>
|
||||
<text>The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.</text>
|
||||
<text>Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Sea Sorcery (UA): Curse of the Sea</name>
|
||||
<text>When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.</text>
|
||||
<text>When you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.</text>
|
||||
<text>Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):</text>
|
||||
<name>Sea Sorcery (UA): Cold damage</name>
|
||||
<text> If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.</text>
|
||||
<name>Sea Sorcery (UA): Lightning Damage</name>
|
||||
<text> If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.</text>
|
||||
<name>Sea Sorcery (UA): Forced Movement</name>
|
||||
<text> If the target is moved by your spell, increase the distance it is moved by 15 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Sea Sorcery (UA): Soul of the Sea</name>
|
||||
<text>At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Sorcerous Origin: Stone Sorcery (UA)</name>
|
||||
<text>Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.</text>
|
||||
<text>Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Stone Sorcery (UA): Bonus Proficiencies</name>
|
||||
<text>At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Stone Sorcery (UA): Stone's Durability</name>
|
||||
<text>At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.</text>
|
||||
<text>As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Stone Sorcery (UA): Stone: Metal Magic</name>
|
||||
<text>Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</text>
|
||||
<text></text>
|
||||
<text>Metal Magic</text>
|
||||
<text>Spell Level | Spell</text>
|
||||
<text>1st | compelled duel, searing smite, thunderous smite, wrathful smite</text>
|
||||
<text>2nd | branding smite, magic weapon</text>
|
||||
<text>3rd | blinding smite, elemental weapon</text>
|
||||
<text>4th | staggering smite</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v2 (UA): Blessed Countenance</name>
|
||||
<text>At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.</text>
|
||||
<text>Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Phoenix Sorcery (UA): Phoenix Spark</name>
|
||||
<text>Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.</text>
|
||||
<text>If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.</text>
|
||||
<text>If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Sea Sorcery (UA): Watery Defense</name>
|
||||
<text>At 6th level, you gain resistance to fire damage.</text>
|
||||
<text>You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Stone Sorcery (UA): Stone Aegis</name>
|
||||
<text>Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.</text>
|
||||
<text>As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.</text>
|
||||
<text>In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v2 (UA): Divine Purity</name>
|
||||
<text>At 14th level, you become immune to disease, poison damage, and the poisoned condition.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Phoenix Sorcery (UA): Nourishing Fire</name>
|
||||
<text>Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Sea Sorcery (UA): Shifting Form</name>
|
||||
<text>Starting at 14th level, you gain the ability to enter a liquid state while moving.</text>
|
||||
<text>When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.</text>
|
||||
<text>On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Stone Sorcery (UA): Stone's Edge</name>
|
||||
<text>Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Favored Soul v2 (UA): Unearthly Recovery</name>
|
||||
<text>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Phoenix Sorcery (UA): Form of the Phoenix</name>
|
||||
<text>At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:</text>
|
||||
<text>• You have a flying speed of 40 feet and can hover.</text>
|
||||
<text>• You have resistance to all damage.</text>
|
||||
<text>• If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Sea Sorcery (UA): Water Soul</name>
|
||||
<text>Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:</text>
|
||||
<text>• You no longer need to eat, drink, or sleep.</text>
|
||||
<text>• A critical hit against you becomes a normal hit.</text>
|
||||
<text>• You have resistance to bludgeoning, piercing, and slashing damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Stone Sorcery (UA): Earth Master's Aegis</name>
|
||||
<text>Beginning at 18th level, when you use your Stone Aegis to protect an ally, you can choose up to three creatures to gain its benefits.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,98 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Sorcerer</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Aberrant Mind</name>
|
||||
<text>An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Invasive Thoughts</name>
|
||||
<text>1st-level Aberrant Mind feature</text>
|
||||
<text>At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Psionic Spells</name>
|
||||
<text>1st-level Aberrant Mind feature</text>
|
||||
<text>Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.</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 | compulsion, Evard's black tentacles</text>
|
||||
<text>9th | modify memory, Rary's telepathic bond</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Unique Disturbance</name>
|
||||
<text>Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature's mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you're scared, or your pupils squirming when you're excited. Consider the potentially unspeakable source of your sorcerer's powers, and use that as a guide to weave threads of eeriness throughout your magic.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Warped Being</name>
|
||||
<text>1st-level Aberrant Mind feature</text>
|
||||
<text>Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren't wearing armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Psionic Sorcery</name>
|
||||
<text>6th-level Aberrant Mind feature</text>
|
||||
<text>Beginning at 6th level, when you cast any of the spells gained 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. If you cast the spell using sorcery points, it requires no components.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Psychic Defenses</name>
|
||||
<text>6th-level Aberrant Mind feature</text>
|
||||
<text>At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Revelation in Flesh</name>
|
||||
<text>14th-level Aberrant Mind feature</text>
|
||||
<text>Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. 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 gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.</text>
|
||||
<text>• You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.</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>• Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Aberrant Mind (UA): Warp Reality</name>
|
||||
<text>18th-level Aberrant Mind feature</text>
|
||||
<text>At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.</text>
|
||||
<text>As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,73 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Sorcerer</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Storm Sorcery (UA): Storm Sorcery</name>
|
||||
<text>Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.</text>
|
||||
<text>Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Waterborne Adventures p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Storm Sorcery (UA): Stormborn</name>
|
||||
<text>The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.</text>
|
||||
<text></text>
|
||||
<text>Storm Sorcerer Bonus Spells</text>
|
||||
<text>Sorcerer Level | Spells</text>
|
||||
<text>1st | Fog cloud, thunderwave</text>
|
||||
<text>3rd | Gust of wind, levitate</text>
|
||||
<text>5th | Call lightning, sleet storm</text>
|
||||
<text>7th | Conjure minor elementals*, ice storm</text>
|
||||
<text>9th | Conjure elemental**</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Waterborne Adventures p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Storm Sorcery (UA): Tempestuous Magic</name>
|
||||
<text>At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Waterborne Adventures p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Storm Sorcery (UA): Heart of the Storm</name>
|
||||
<text>At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell's effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Waterborne Adventures p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Storm Sorcery (UA): Storm Guide</name>
|
||||
<text>At 6th level, you gain the ability to subtly control the weather around you.</text>
|
||||
<text>If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.</text>
|
||||
<text>If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Waterborne Adventures p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Storm Sorcery (UA): Storm's Fury</name>
|
||||
<text>At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Waterborne Adventures p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Storm Sorcery (UA): Wind Soul</name>
|
||||
<text>At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Waterborne Adventures p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,96 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Noble Genie (UA): The Noble Genie</name>
|
||||
<text>You made a pact with one of the rarest of geniekind, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant collectors of creatures, knowledge, and treasure. A genie values their collection and will protect that which they claim ownership over. Through your connection to the noble, you can leverage their influence and extend their ownership of things in the multiverse.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> 1st-level Noble Genie feature</text>
|
||||
<text> The Noble Genie 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>Noble Genie Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | fog cloud, sleep</text>
|
||||
<text>2nd | enlarge/reduce, phantasmal force</text>
|
||||
<text>3rd | create food and water, protection from energy</text>
|
||||
<text>4th | polymorph, phantasmal killer</text>
|
||||
<text>5th | Bigby's hand, creation</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Noble Genie (UA): Collector's Vessel</name>
|
||||
<text>1st-level Noble Genie feature</text>
|
||||
<text>Your patron gives you a magical vessel with which you can bind a creature to you and to your patron's menagerie. The vessel is a Tiny object, and it is a spellcasting focus for you. You decide what the object is, or you can determine what it is randomly by rolling on the Collector's Vessel table.</text>
|
||||
<text></text>
|
||||
<text>Collector'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>If you lose your vessel, 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 vessel. The vessel vanishes in a flare of elemental power when you die.</text>
|
||||
<text>As an action while you are holding the vessel, you target a willing creature you can see within 100 feet of you and create a tether of wispy elemental material that links the target to you. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you.</text>
|
||||
<text>While you are tethered to a creature, you gain the following benefits:</text>
|
||||
<text>• You gain a bonus to your Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1).</text>
|
||||
<text>• When you can cast a spell, you can deliver the spell from your space or the bound creature's space.</text>
|
||||
<text>You can create the tether 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>Collector's Vessel and Pact Boons</text>
|
||||
<text> When you create a tether with your Collector's Vessel, the tether takes on a form that reflects your patron's type of geniekind: swirling mist and wind for a djinni, sand and flecks of rock or gems for a dao, smoke and embers for an efreeti, and foamy water for a marid.</text>
|
||||
<text> When you gain the Pact Boon feature at 3rd level, if you choose a boon that grants you a physical object, your vessel transforms into that object. For example, a warlock whose patron is a noble efreeti and chooses the Pact of the Tome might find their bottle transformed into an elaborate scroll made of a red dragon's wing, with brass and iron rolling rods.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Noble Genie (UA): Elemental Resistance</name>
|
||||
<text>6th-level Noble Genie feature</text>
|
||||
<text>Your patron grants you protection from an element. Whenever you finish a long rest, you gain resistance to acid, cold, fire, or lightning damage (your choice) until the end of your next long rest.</text>
|
||||
<text>While the tether of your Collector's Vessel is active, the tethered creature gains resistance to the damage type you chose.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Noble Genie (UA): Genie's Entertainment</name>
|
||||
<text>10th-level Noble Genie feature</text>
|
||||
<text>As an action, you attempt to send a creature you can see within 90 feet to your patron's court. The target must succeed on a Charisma saving throw against your warlock spell save DC or be magically drawn into your vessel and teleported to your patron's court in the Elemental Planes. While there, the target is stunned and your patron marvels at the target with amusement but brings no harm to it. The target can repeat the saving throw at the end of each of its turns, reappearing in the space it left or in the nearest unoccupied space if that space is occupied on a success.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest. If the target remains in your patron's court for 1 minute, the genie sends the target back at the end of its turn as if it successfully saved, and you regain the use of this feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Noble Genie (UA): Protective Wish</name>
|
||||
<text>10th-level Noble Genie feature</text>
|
||||
<text>You're now able to use your Collector's Vessel to wish for protection for yourself or your tethered creature. If you or the tethered creature is hit by an attack, you can use your reaction to teleport, swapping places with the creature and switching which one of you is hit by the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Noble Genie (UA): Collector's Call</name>
|
||||
<text>14th-level Noble Genie feature</text>
|
||||
<text>In exchange for extending your patron's influence over the multiverse, you can call on more of their power. As an action, you can implore your patron for aid by making a Charisma (Persuasion) check against your warlock spell save DC. If the check succeeds, you can choose one of the following effects:</text>
|
||||
<text>• A creature you can see within 60 feet of you regains 8d6 hit points and ends one disease or condition afflicting it: blinded, charmed, deafened, frightened, paralyzed, or poisoned.</text>
|
||||
<text>• A creature you can see within 60 feet of you has disadvantage on attack rolls and saving throws until the start of your next turn.</text>
|
||||
<text>• You cast the legend lore spell without material components.</text>
|
||||
<text>Whether the check succeeds or fails, you can't use this feature again until you finish a long rest. Alternatively, you can regain the use of this feature by sacrificing nonmagical treasure worth at least 500 gp to your patron. This sacrifice requires the treasure to be within 10 feet of you for at least 1 minute, at the end of which you use an action to teleport the treasure to your patron's realm, provided you have the vessel of your Collector's Vessel in hand.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,76 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Undead (UA): The Undead</name>
|
||||
<text>The Undead is an entity that resides in the dark corners of the multiverse. Your patron could be Acererak, Azalin, Lord Soth, Strahd, or some other ancient undead being. You may seek to gain knowledge from your patron's countless lifetimes of experience, while it may see you as a piece of a centuries long plan.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> 1st-level Undead feature</text>
|
||||
<text> The Undead 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>Undead Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | bane, false life</text>
|
||||
<text>2nd | blindness/deafness, phantasmal force</text>
|
||||
<text>3rd | speak with dead, phantom steed</text>
|
||||
<text>4th | death ward, greater invisibility</text>
|
||||
<text>5th | antilife shell, cloudkill</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Undead (UA): Form of Dread</name>
|
||||
<text>1st-level Undead feature</text>
|
||||
<text>You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:</text>
|
||||
<text>• You gain temporary hit points equal to 1d10 + your warlock level.</text>
|
||||
<text>• Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.</text>
|
||||
<text>• You are immune to the frightened condition.</text>
|
||||
<text>You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text>The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Undead (UA): Grave Touched</name>
|
||||
<text>6th-level Undead feature</text>
|
||||
<text>Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.</text>
|
||||
<text>In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Undead (UA): Mortal Husk</name>
|
||||
<text>10th-level Undead feature</text>
|
||||
<text>Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.</text>
|
||||
<text>In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1 level of exhaustion. Once you revive this way, you can't do so again until you finish 1d4 long rests.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Undead (UA): Spirit Projection</name>
|
||||
<text>14th-level Undead feature</text>
|
||||
<text>Your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.</text>
|
||||
<text>Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).</text>
|
||||
<text>While projecting your spirit, you gain the following benefits:</text>
|
||||
<text>• Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.</text>
|
||||
<text>• When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal, somatic, or material components that lack a gold cost.</text>
|
||||
<text>• You have a flying speed equal to your walking speed and can hover. You can 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>• While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,93 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Genie (UA): The Genie</name>
|
||||
<text>You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals who so love to bind genies into servitude, readily entering into pacts that expand their reach across the multiverse.</text>
|
||||
<text>You choose your patron's kind or determine it randomly, using the Genie Kind table. Each kind of genie is associated with a particular element, as shown in the 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>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<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: Unearthed Arcana: 2020 Subclasses Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Genie (UA): 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> Bottled Respite.</text>
|
||||
<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 comfortably 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> Genie's Wrath.</text>
|
||||
<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></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: Unearthed Arcana: 2020 Subclasses Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Genie (UA): 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: Unearthed Arcana: 2020 Subclasses Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Genie (UA): 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 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: Unearthed Arcana: 2020 Subclasses Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Genie (UA): 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: Unearthed Arcana: 2020 Subclasses Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,70 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Undying Light (UA): The Undying Light</name>
|
||||
<text>Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.</text>
|
||||
<text>Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.</text>
|
||||
<text>As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.</text>
|
||||
<text></text>
|
||||
<text>Undying Light Flaws</text>
|
||||
<text>d6 | Quirk</text>
|
||||
<text>1 | You are afraid of the dark, and must always have a light source at hand.</text>
|
||||
<text>2 | You have a nervous compulsion to keep a bright light in even the barest shadow.</text>
|
||||
<text>3 | You have a compulsion to enter and illuminate dark areas.</text>
|
||||
<text>4 | You have an overwhelming hatred of undead creatures.</text>
|
||||
<text>5 | You fidget and are irritable when you can't see the sun.</text>
|
||||
<text>6 | In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||
<text></text>
|
||||
<text>Undying Light Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | burning hands</text>
|
||||
<text>2nd | flaming sphere</text>
|
||||
<text>3rd | daylight</text>
|
||||
<text>4th | fire shield</text>
|
||||
<text>5th | flame strike</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Undying Light (UA): Radiant Soul</name>
|
||||
<text>Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Undying Light (UA): Searing Vengeance</name>
|
||||
<text>Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Undying Light (UA): Radiant Resilience</name>
|
||||
<text>Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Undying Light (UA): Healing Light</name>
|
||||
<text>At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.</text>
|
||||
<text>You regain all expended dice from your pool when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Light Dark Underdark p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
69
Sources/UnearthedArcana/class-warlock-ua-modernmagic.xml
Normal file
69
Sources/UnearthedArcana/class-warlock-ua-modernmagic.xml
Normal file
@@ -0,0 +1,69 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Ghost in the Machine (UA): Ghost in the Machine</name>
|
||||
<text>You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the on/off cantrip, and the following new spells are added to the warlock spell list for you.</text>
|
||||
<text> Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic.</text>
|
||||
<text></text>
|
||||
<text>Ghost in the Machine Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | infallible relay (UA)*, remote access (UA)*</text>
|
||||
<text>2nd | arcane hacking (UA)*, digital phantom (UA)*</text>
|
||||
<text>3rd | haywire (UA)*, invisibility to cameras (UA)*</text>
|
||||
<text>4th | conjure knowbot (UA)*, system backdoor (UA)*</text>
|
||||
<text>5th | shutdown (UA)*, synchronicity (UA)*</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Ghost in the Machine (UA): Bonus Proficiency</name>
|
||||
<text>At 1st level, you gain proficiency with hacking tools.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Ghost in the Machine (UA): Information Surge</name>
|
||||
<text>At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM's determination.</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: Unearthed Arcana: Modern Magic p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Ghost in the Machine (UA): Wire Walk</name>
|
||||
<text>Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Ghost in the Machine (UA): Personal Encryption</name>
|
||||
<text>Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Ghost in the Machine (UA): Technovirus</name>
|
||||
<text>At 14th level, you gain the ability to infect a humanoid's body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one.</text>
|
||||
<text>Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,69 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Celestial (UA): The Celestial</name>
|
||||
<text>Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.</text>
|
||||
<text>Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> The Celestial 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>Celestial Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | burning hands, cure wounds</text>
|
||||
<text>2nd | flaming sphere, lesser restoration</text>
|
||||
<text>3rd | daylight, revivify</text>
|
||||
<text>4th | guardian of faith, wall of fire</text>
|
||||
<text>5th | flame strike, greater restoration</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Celestial (UA): Bonus Cantrips</name>
|
||||
<text>At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Celestial (UA): Healing Light</name>
|
||||
<text>At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.</text>
|
||||
<text>As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.</text>
|
||||
<text>Your pool regains all expended dice when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Celestial (UA): Radiant Soul</name>
|
||||
<text>Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Celestial (UA): Celestial Resilience</name>
|
||||
<text>Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Celestial (UA): Healing Light</name>
|
||||
<text>Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Revised Class Options p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,98 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Lurker in the Deep (UA): The Lurker in the Deep</name>
|
||||
<text>You made a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation's earliest days. You serve as this creature's eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly drowned at sea.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> 1st-level Lurker in the Deep feature</text>
|
||||
<text> The Lurker in the Deep 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>Lurker 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, Evard's black tentacles</text>
|
||||
<text>5th | commune with nature, cone of cold</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Lurker in the Deep (UA): Grasp of the Deep</name>
|
||||
<text>1st-level Lurker in the Deep feature</text>
|
||||
<text>At 1st level, you gain the ability to 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 a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the 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 dealt by the tentacle 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. You can summon the tentacle 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: Unearthed Arcana: Sorcerer And Warlock p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Lurker in the Deep (UA): Scion of the Deep</name>
|
||||
<text>1st-level Lurker in the Deep feature</text>
|
||||
<text>At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Lurker in the Deep (UA): The Lurker's Clutches</name>
|
||||
<text>Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken's warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Lurker in the Deep (UA): Fathomless Soul</name>
|
||||
<text>6th-level Lurker in the Deep feature</text>
|
||||
<text>At 6th level, your patron grants you greater abilities. You gain the following benefits:</text>
|
||||
<text>• You can breathe both air and water.</text>
|
||||
<text>• You gain a swimming speed equal to your walking speed.</text>
|
||||
<text>• You gain resistance to cold damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Lurker in the Deep (UA): Guardian Grasp</name>
|
||||
<text>6th-level Lurker in the Deep feature</text>
|
||||
<text>At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. 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 the chosen creature by half. After doing so, the tentacle vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Lurker in the Deep (UA): Devouring Maw</name>
|
||||
<text>10th-level Lurker in the Deep feature</text>
|
||||
<text>Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw's area, you gain temporary hit points equal to your warlock level.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Lurker in the Deep (UA): Unleash the Depths</name>
|
||||
<text>14th-level Lurker in the Deep feature</text>
|
||||
<text>Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature again until you finish a long rest.</text>
|
||||
<name>The Lurker in the Deep (UA): Transport</name>
|
||||
<text> You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.</text>
|
||||
<name>The Lurker in the Deep (UA): Fury</name>
|
||||
<text> You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
62
Sources/UnearthedArcana/class-warlock-ua-thefaithful.xml
Normal file
62
Sources/UnearthedArcana/class-warlock-ua-thefaithful.xml
Normal file
@@ -0,0 +1,62 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Seeker (UA): The Seeker</name>
|
||||
<text>Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron's gifts, you wander the world seeking lore that you can share with the Seeker.</text>
|
||||
<text>Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker's role.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> The Seeker 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>Seeker Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | feather fall, jump</text>
|
||||
<text>2nd | levitate, locate object</text>
|
||||
<text>3rd | clairvoyance, sending</text>
|
||||
<text>4th | arcane eye, locate creature</text>
|
||||
<text>5th | legend lore, passwall</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Faithful p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Seeker (UA): Shielding Aurora</name>
|
||||
<text>Starting at 1st level, you can invoke the Seeker's power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.</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: Unearthed Arcana: The Faithful p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Seeker (UA): Astral Refuge</name>
|
||||
<text>At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Faithful p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Seeker (UA): Far Wanderer</name>
|
||||
<text>At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Faithful p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Seeker (UA): Astral Sequestration</name>
|
||||
<text>Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.</text>
|
||||
<text>By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.</text>
|
||||
<text>During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.</text>
|
||||
<text>Once you use this ability, you cannot use it again until you complete a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: The Faithful p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
125
Sources/UnearthedArcana/class-warlock-ua-warlockandwizard.xml
Normal file
125
Sources/UnearthedArcana/class-warlock-ua-warlockandwizard.xml
Normal file
@@ -0,0 +1,125 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Hexblade (UA): The Hexblade</name>
|
||||
<text>You have made your pact with a powerful, sentient magic weapon carved from the stuff of the Shadowfell. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. These weapons grow stronger as they consume the life essence of their victims. The strongest of them can use their ties to the Shadowfell to offer power to mortals who serve them. The Raven Queen forged the first of these weapons. They, along with the hexblade warlocks, are another tool she can use to manipulate events in the Material Plane to her inscrutable ends.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||
<text></text>
|
||||
<text>Hexblade Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | shield, wrathful smite</text>
|
||||
<text>2nd | branding smite, magic weapon</text>
|
||||
<text>3rd | blink, elemental weapon</text>
|
||||
<text>4th | phantasmal killer, staggering smite</text>
|
||||
<text>5th | cone of cold, destructive wave</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Hexblade (UA): Hex Warrior</name>
|
||||
<text>At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Hexblade (UA): Hexblade's Curse</name>
|
||||
<text>Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:</text>
|
||||
<text>• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.</text>
|
||||
<text>• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.</text>
|
||||
<text>• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.</text>
|
||||
<text>You can't use this feature again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): The Raven Queen</name>
|
||||
<text>Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.</text>
|
||||
<text>The Raven Queen's followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.</text>
|
||||
<name>The Raven Queen (UA): Expanded Spell List</name>
|
||||
<text> The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||
<text></text>
|
||||
<text>Raven Queen Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | false life, sanctuary</text>
|
||||
<text>2nd | silence, spiritual weapon</text>
|
||||
<text>3rd | feign death, speak with dead</text>
|
||||
<text>4th | ice storm, locate creature</text>
|
||||
<text>5th | commune, cone of cold</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Sentinel Raven</name>
|
||||
<text>Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.</text>
|
||||
<text>While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.</text>
|
||||
<text>You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.</text>
|
||||
<text>The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.</text>
|
||||
<text>At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Hexblade (UA): Shadow Hound</name>
|
||||
<text>Starting at 6th level, your shadow can split from you and transform into a hound of pure darkness. Most of the time, your shadow hound masquerades as your normal shadow. As a bonus action, you can command it to magically slip into the shadow of a creature you can see within 60 feet of you. While the shadow hound is merged in this manner, the target can't gain the benefits of half cover or three-quarters cover against your attack rolls, and you know the distance and direction to the target even if it is hidden. The hound can't be seen by anyone but you and those with truesight, and it is unaffected by light. The target has a vague feeling of dread while the hound is present.</text>
|
||||
<text>As a bonus action, you can command your shadow hound to return to you. It also automatically returns to you if you and the target are on different planes of existence, if you're incapacitated, or if dispel magic, remove curse, or similar magic is used on the target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Soul of the Raven</name>
|
||||
<text>At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Hexblade (UA): Armor of Hexes</name>
|
||||
<text>At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Raven's Shield</name>
|
||||
<text>At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Hexblade (UA): Master of Hexes</name>
|
||||
<text>Starting at 14th level, you can use your Hexblade's Curse again without resting, but when you apply it to a new target, the curse immediately ends on the previous target.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Raven Queen (UA): Queen's Right Hand</name>
|
||||
<text>Starting at 14th level, you can channel the Raven Queen's power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can't do so again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,76 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Order of Scribes (UA): Order of Scribes</name>
|
||||
<text>Magic of the book—that's what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It's rare to see a wizard 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 in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs!</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Order of Scribes (UA): 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 the damage type of another spell in your spellbook, as your spellbook magically alters the spell's formula for this casting.</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: Unearthed Arcana: 2020 Subclasses Revisited p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Order of Scribes (UA): 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 gold and time you must spend to copy a spell into your spellbook are halved 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: Unearthed Arcana: 2020 Subclasses Revisited p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order of Scribes (UA): Master Scrivener</name>
|
||||
<text>6th-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 chapter 7 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: Unearthed Arcana: 2020 Subclasses Revisited p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Order of Scribes (UA): Manifest Mind</name>
|
||||
<text>10th-level Order of Scribes feature</text>
|
||||
<text>You are now able to 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 construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence 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). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.</text>
|
||||
<text>While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell).</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. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Order of Scribes (UA): 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 you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text>Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book 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.</text>
|
||||
<text>Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,87 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Onomancy (UA): Onomancy</name>
|
||||
<text>Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.</text>
|
||||
<text>That distinction creates power that onomancers seek to tap. By speaking a target's true name, the wizard's spells slip between the cracks of the target's defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Onomancy (UA): Bonus Proficiencies</name>
|
||||
<text>2nd-level Onomancy feature</text>
|
||||
<text>You learn one language of your choice and gain proficiency with calligrapher's supplies.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Onomancy (UA): Extract Name</name>
|
||||
<text>2nd-level Onomancy feature</text>
|
||||
<text>You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can't use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target's name or the fact that the target lacks a name.</text>
|
||||
<text>You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Onomancy (UA): Fateful Naming</name>
|
||||
<text>2nd-level Onomancy feature</text>
|
||||
<text>You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The bane and bless spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don't count against the number of spells you can prepare.</text>
|
||||
<text>You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Onomancy (UA): True Names</name>
|
||||
<text>Onomancy, or naming magic, is a method of spellcasting that uses a creature's true name to enhance a spell's effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name's origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, "My name is..." Your true name is how you finish that sentence.</text>
|
||||
<text>You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one's true name is never a quick choice; it's something that happens over time as a name becomes the creature's truth.</text>
|
||||
<text>As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Onomancy (UA): Resonant Utterance</name>
|
||||
<text>6th-level Onomancy feature</text>
|
||||
<text>You learn words of power called Resonants, which allow you to tailor your spells through the use of a target's true name.</text>
|
||||
<name>Onomancy (UA): Resonants Known</name>
|
||||
<text> When you gain this feature, you learn two Resonants of your choice, which are detailed in the "Resonant Options" section. Each time you gain a level in this class, you can replace one resonant you know with a different one.</text>
|
||||
<name>Onomancy (UA): Using a Resonant</name>
|
||||
<text> You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell. You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest.</text>
|
||||
<name>Onomancy (UA): Resonant Options</name>
|
||||
<text> Here are your options when choosing a Resonant:</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Onomancy (UA): Inexorable Pronouncement</name>
|
||||
<text>10th-level Onomancy feature</text>
|
||||
<text>You learn two new Resonant s of your choice from your Resonant Utterance feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Onomancy (UA): Relentless Naming</name>
|
||||
<text>14th-level Onomancy feature</text>
|
||||
<text>You have learned how to bypass a named creature's defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell's normal damage type.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
123
Sources/UnearthedArcana/class-wizard-ua-eberron.xml
Normal file
123
Sources/UnearthedArcana/class-wizard-ua-eberron.xml
Normal file
@@ -0,0 +1,123 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA): Artificer</name>
|
||||
<text>Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition.</text>
|
||||
<text>The artificer was a separate class in prior editions of the Eberron setting, a melee combatant who specialized in mystically enhanced arms and armor. The fifth edition rules treat the artificer as a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Eberron p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA): Infuse Potions</name>
|
||||
<text>Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.</text>
|
||||
<text>The spell slot you expend determines the type of potion you can create.</text>
|
||||
<text></text>
|
||||
<text>Infuse Potions</text>
|
||||
<text>Spell Slot | Potion Created</text>
|
||||
<text>1st | Climbing, growth, or healing</text>
|
||||
<text>2nd | Mind reading or greater healing</text>
|
||||
<text>3rd | Invisibility, superior healing, or water breathing</text>
|
||||
<text>4th | Resistance</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Eberron p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA): Infuse Scrolls</name>
|
||||
<text>At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.</text>
|
||||
<text>You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Eberron p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA): Infuse Weapons and Armor</name>
|
||||
<text>Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.</text>
|
||||
<text>The spell slot you expend determines the type of weapon, armor, or shield you can create.</text>
|
||||
<text></text>
|
||||
<text>Infuse Weapons and Armor</text>
|
||||
<text>Spell Level | Item Created</text>
|
||||
<text>2nd | +1 ammunition (20 pieces)</text>
|
||||
<text>3rd | +1 weapon or +1 shield</text>
|
||||
<text>4th | +1 armor</text>
|
||||
<text>5th | +2 weapon or +2 ammunition (20 pieces)</text>
|
||||
<text>6th | +2 armor</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Eberron p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA): Superior Artificer</name>
|
||||
<text>Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency.</text>
|
||||
<text>You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Eberron p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Artificer (UA): Master Artificer</name>
|
||||
<text>On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master's Guide (shown below). It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.</text>
|
||||
<text></text>
|
||||
<text>Magic Item Table A</text>
|
||||
<text>d100 | Magic Item</text>
|
||||
<text>01-50 | Potion of healing</text>
|
||||
<text>51-60 | Spell scroll (cantrip)</text>
|
||||
<text>61-70 | Potion of climbing</text>
|
||||
<text>71-90 | Spell scroll (1st level)</text>
|
||||
<text>91-94 | Spell scroll (2nd level)</text>
|
||||
<text>95-98 | Potion of greater healing</text>
|
||||
<text>99 | Bag of holding</text>
|
||||
<text>00 | Driftglobe</text>
|
||||
<text></text>
|
||||
<text>Magic Item Table B</text>
|
||||
<text>d100 | Magic Item</text>
|
||||
<text>01-15 | Potion of greater healing</text>
|
||||
<text>16-22 | Potion of fire breath</text>
|
||||
<text>23-29 | Potion of resistance</text>
|
||||
<text>30-34 | Ammunition +1</text>
|
||||
<text>35-39 | Potion of animal friendship</text>
|
||||
<text>40-44 | Potion of hill giant strength</text>
|
||||
<text>45-49 | Potion of growth</text>
|
||||
<text>50-54 | Potion of water breathing</text>
|
||||
<text>55-59 | Spell scroll (2nd level)</text>
|
||||
<text>60-64 | Spell scroll (3rd level)</text>
|
||||
<text>65-67 | Bag of holding</text>
|
||||
<text>68-70 | Keoghtom's ointment</text>
|
||||
<text>71-73 | Oil of slipperiness</text>
|
||||
<text>74-75 | Dust of disappearance</text>
|
||||
<text>76-77 | Dust of dryness</text>
|
||||
<text>78-79 | Dust of sneezing and choking</text>
|
||||
<text>80-81 | Elemental gem</text>
|
||||
<text>82-83 | Philter of love</text>
|
||||
<text>84 | Alchemy jug</text>
|
||||
<text>85 | Cap of water breathing</text>
|
||||
<text>86 | Cloak of the manta ray</text>
|
||||
<text>87 | Driftglobe</text>
|
||||
<text>88 | Goggles of night</text>
|
||||
<text>89 | Helm of comprehending languages</text>
|
||||
<text>90 | Immovable rod</text>
|
||||
<text>91 | Lantern of revealing</text>
|
||||
<text>92 | Mariner's armor</text>
|
||||
<text>93 | Mithral armor</text>
|
||||
<text>94 | Potion of poison</text>
|
||||
<text>95 | Ring of swimming</text>
|
||||
<text>96 | Robe of useful items</text>
|
||||
<text>97 | Rope of climbing</text>
|
||||
<text>98 | Saddle of the cavalier</text>
|
||||
<text>99 | Wand of magic detection</text>
|
||||
<text>00 | Wand of secret</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Eberron p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
118
Sources/UnearthedArcana/class-wizard-ua-fighterroguewizard.xml
Normal file
118
Sources/UnearthedArcana/class-wizard-ua-fighterroguewizard.xml
Normal file
@@ -0,0 +1,118 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Psionics</name>
|
||||
<text>Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness.</text>
|
||||
<text>Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses.</text>
|
||||
<text>As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Psionic Devotion</name>
|
||||
<text>2nd-level Psionics feature</text>
|
||||
<text>Your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: friends, mage hand, or message. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. While your psionic focus is on your person, you can cast the chosen cantrip as a bonus action, requiring no components, and with the modification listed below:</text>
|
||||
<text></text>
|
||||
<text>Friends</text>
|
||||
<text> When the spell ends, the target doesn't become hostile to you.</text>
|
||||
<text></text>
|
||||
<text>Mage Hand</text>
|
||||
<text> You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.</text>
|
||||
<text></text>
|
||||
<text>Message</text>
|
||||
<text> You don't need to point toward the target or whisper your message out loud.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Psionic Focus</name>
|
||||
<text>2nd-level Psionics feature</text>
|
||||
<text>You have learned to channel psionic energy through a special object: a psionic focus. You gain the object with this feature (see the "Your Psionic Focus" sidebar for how you might have acquired the item).</text>
|
||||
<text>While your psionic focus is on your person, you gain the following benefits:</text>
|
||||
<text>• The object is a spellcasting focus for you.</text>
|
||||
<text>• When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.</text>
|
||||
<text>If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Psionic Spells</name>
|
||||
<text>Spell selection is part of what defines a wizard and their individual fields of expertise. When creating your Psionics wizard, consider spells that are thematically appropriate for that tradition. Psionics as a theme generally includes spells that do the following:</text>
|
||||
<text>• contact or manipulate minds</text>
|
||||
<text>• allow the caster to perceive distant locations or planes</text>
|
||||
<text>• alter perception</text>
|
||||
<text>• move objects and creatures</text>
|
||||
<text>• teleport</text>
|
||||
<text>• deal psychic or force damage</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Your Psionic Focus</name>
|
||||
<text>Every member of the Psionics tradition has a story about how their psionic focus came into their life. Consider how you found yours and what form it takes.</text>
|
||||
<text>The event that brought your psionic focus to you probably holds personal significance. Did your master give it to you upon the completion of your apprenticeship? Was it awarded to you when you graduated from your academy of wizardry? Did it call to you in a jeweler's shop? Was it associated with the moment when your psionic powers first manifested? One morning, did you wake up with it humming under your pillow?</text>
|
||||
<text>The form your psionic focus takes is also yours to define, likely being a reflection of how your magic came into being, a symbol of your own psyche, or an item you use to focus your thoughts. It is a handheld object that has special meaning to you, but that can't be a weapon or magic item. Perhaps it's a childhood memento, the skull of an alien creature, a crystal that makes you feel a certain way, a coin that only lands on its edge, a firescarred planchette, or any other enigmatic personal relic.</text>
|
||||
<text>However the object arrived and whatever form it takes, your psionic focus is now yours, and you decide how to handle it. Will you mount it on a wand or staff? Would you prefer to wear it on a necklace or circlet? Have you embedded it into the cover of your spellbook? Wherever you put it, you can now channel your magic through it, and it is a sign of your membership in the revered tradition of psionic wizardry.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Thought Form</name>
|
||||
<text>6th-level Psionics feature</text>
|
||||
<text>While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die.</text>
|
||||
<text>While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits:</text>
|
||||
<text></text>
|
||||
<text> Psionic Spellcasting</text>
|
||||
<text>• When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn't require verbal, somatic, or material components that lack a gold cost.</text>
|
||||
<text> Psychic Resilience</text>
|
||||
<text>• You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.</text>
|
||||
<text></text>
|
||||
<text>You can transform using this feature 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: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Empowered Psionics</name>
|
||||
<text>10th-level Psionics feature</text>
|
||||
<text>When you deal psychic or force damage with a wizard spell, you can add your Intelligence modifier to the damage against one of the spell's targets.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Mental Discipline</name>
|
||||
<text>10th-level Psionics feature</text>
|
||||
<text>Your mind's power expands to greater heights. When you gain this feature, choose one of the following spells: dominate person, scrying, or telekinesis. You can add the spell to your spellbook, and you can cast it without components.</text>
|
||||
<text>You can also cast the chosen spell once without expending a spell slot. After you do so, you regain the ability to cast the spell without a slot when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Psionics (UA): Thought Travel</name>
|
||||
<text>14th-level Psionics feature</text>
|
||||
<text>While using your Thought Form, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain.</text>
|
||||
<text>You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
59
Sources/UnearthedArcana/class-wizard-ua-modernmagic.xml
Normal file
59
Sources/UnearthedArcana/class-wizard-ua-modernmagic.xml
Normal file
@@ -0,0 +1,59 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Technomancy (UA): Technomancy</name>
|
||||
<text>Unlike the more common arcane traditions based around the schools of magic, the tradition of Technomancy does not focus on a singular type of spellcraft or magical energy. Rather, students of Technomancy concern themselves with how their spells interact with modern technology.</text>
|
||||
<text>Technomancers can make use of technology as both a conduit and a storage space for magic. In a campaign using the optional rules for magic item creation (see the Dungeon Master's Guide), a technomancer might craft disposable electronic devices and smartphone apps in lieu of potions and scrolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Technomancy (UA): Bonus Proficiencies</name>
|
||||
<text>Beginning when you select this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking tools.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Technomancy (UA): Technological Savant</name>
|
||||
<text>Also at 2nd level, you trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Technomancy (UA): Program Spell</name>
|
||||
<text>At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone.</text>
|
||||
<text>A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost.</text>
|
||||
<text>A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Technomancy (UA): Online Casting</name>
|
||||
<text>At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature.</text>
|
||||
<text>If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell's range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to online casting.</text>
|
||||
<text>This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Technomancy (UA): Chained Device</name>
|
||||
<text>By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Modern Magic p. 3</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
146
Sources/UnearthedArcana/class-wizard-ua-threesubclasses.xml
Normal file
146
Sources/UnearthedArcana/class-wizard-ua-threesubclasses.xml
Normal file
@@ -0,0 +1,146 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>School of Invention (UA): School of Invention</name>
|
||||
<text>The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse.</text>
|
||||
<text>Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens.</text>
|
||||
<text>Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways.</text>
|
||||
<text>Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>School of Invention (UA): Arcanomechanical Armor</name>
|
||||
<text>Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor.</text>
|
||||
<text>Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.</text>
|
||||
<text>The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds.</text>
|
||||
<text>You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it in to nonmagical studded leather.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>School of Invention (UA): Reckless Casting</name>
|
||||
<text>Starting at 2nd level, you can attempt to cast a spell you don't have prepared. When you use this ability, you use your action and choose one of the following options:</text>
|
||||
<text>• Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.</text>
|
||||
<text>• Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.</text>
|
||||
<text>If the spell you cast isn't a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.</text>
|
||||
<text></text>
|
||||
<text>Reckless Casting</text>
|
||||
<text>d10 | Cantrip</text>
|
||||
<text>1 | acid splash</text>
|
||||
<text>2 | chill touch</text>
|
||||
<text>3 | fire bolt</text>
|
||||
<text>4 | light</text>
|
||||
<text>5 | poison spray</text>
|
||||
<text>6 | ray of frost</text>
|
||||
<text>7 | shocking grasp</text>
|
||||
<text>8 | sacred flame</text>
|
||||
<text>9 | thorn whip</text>
|
||||
<text>10 | Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.</text>
|
||||
<text></text>
|
||||
<text>d10 | 1st-Level Spell</text>
|
||||
<text>1 | burning hands</text>
|
||||
<text>2 | chromatic orb</text>
|
||||
<text>3 | color spray</text>
|
||||
<text>4 | faerie fire</text>
|
||||
<text>5 | false life</text>
|
||||
<text>6 | fog cloud</text>
|
||||
<text>7 | jump</text>
|
||||
<text>8 | magic missile</text>
|
||||
<text>9 | thunderwave</text>
|
||||
<text>10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
|
||||
<text></text>
|
||||
<text>d10 | 2nd-Level Spell</text>
|
||||
<text>1 | blur</text>
|
||||
<text>2 | darkness</text>
|
||||
<text>3 | enlarge/reduce</text>
|
||||
<text>4 | gust of wind</text>
|
||||
<text>5 | invisibility</text>
|
||||
<text>6 | levitate</text>
|
||||
<text>7 | Melf's acid arrow</text>
|
||||
<text>8 | scorching ray</text>
|
||||
<text>9 | shatter</text>
|
||||
<text>10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
|
||||
<text></text>
|
||||
<text>d10 | 3rd-Level Spell</text>
|
||||
<text>1 | blink</text>
|
||||
<text>2 | fear</text>
|
||||
<text>3 | feign death</text>
|
||||
<text>4 | fireball</text>
|
||||
<text>5 | fly</text>
|
||||
<text>6 | gaseous form</text>
|
||||
<text>7 | lightning bolt</text>
|
||||
<text>8 | sleet storm</text>
|
||||
<text>9 | stinking cloud</text>
|
||||
<text>10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
|
||||
<text></text>
|
||||
<text>d10 | 4th-Level Spell</text>
|
||||
<text>1 | blight</text>
|
||||
<text>2 | confusion</text>
|
||||
<text>3 | Evard's black tentacles</text>
|
||||
<text>4 | fire shield</text>
|
||||
<text>5 | greater invisibility</text>
|
||||
<text>6 | ice storm</text>
|
||||
<text>7 | phantasmal killer</text>
|
||||
<text>8 | stoneskin</text>
|
||||
<text>9 | wall of fire</text>
|
||||
<text>10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
|
||||
<text></text>
|
||||
<text>d10 | 5th-Level Spell</text>
|
||||
<text>1 | cloudkill</text>
|
||||
<text>2 | cone of cold</text>
|
||||
<text>3 | destructive wave</text>
|
||||
<text>4 | flame strike</text>
|
||||
<text>5 | hold monster</text>
|
||||
<text>6 | insect plague</text>
|
||||
<text>7 | mass cure wounds</text>
|
||||
<text>8 | wall of force</text>
|
||||
<text>9 | wall of stone</text>
|
||||
<text>10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>School of Invention (UA): Tools of the Inventor</name>
|
||||
<text>At 2nd level, you gain proficiency with two tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>School of Invention (UA): Alchemical Casting</name>
|
||||
<text>At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.</text>
|
||||
<text>A 1st-level slot allows you to manipulate the spell's energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.</text>
|
||||
<text>A 2nd-level slot increases the spell's raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell's targets (your choice) this turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>School of Invention (UA): Prodigious Inspiration</name>
|
||||
<text>At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this ability again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>School of Invention (UA): Controlled Chaos</name>
|
||||
<text>At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Three Subclasses p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
70
Sources/UnearthedArcana/class-wizard-ua-warlockandwizard.xml
Normal file
70
Sources/UnearthedArcana/class-wizard-ua-warlockandwizard.xml
Normal file
@@ -0,0 +1,70 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Lore Mastery (UA): Lore Mastery</name>
|
||||
<text>Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.</text>
|
||||
<text>Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Lore Mastery (UA): Altering Spells</name>
|
||||
<text>While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you're playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A charm person that requires a Constitution save might take the form of a vaporous narcotic that alters the target's mood.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Lore Mastery (UA): Lore Master</name>
|
||||
<text>Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.</text>
|
||||
<text>In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Lore Mastery (UA): Spell Secrets</name>
|
||||
<text>At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.</text>
|
||||
<text>When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell's formula as you cast it.</text>
|
||||
<text>When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Lore Mastery (UA): Alchemical Casting</name>
|
||||
<text>At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.</text>
|
||||
<text>An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.</text>
|
||||
<text>An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.</text>
|
||||
<text>An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Lore Mastery (UA): Prodigious Memory</name>
|
||||
<text>At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Lore Mastery (UA): Master of Magic</name>
|
||||
<text>At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.</text>
|
||||
<text>You can't use this feature again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
128
Sources/UnearthedArcana/class-wizard-ua-wizardrevisited.xml
Normal file
128
Sources/UnearthedArcana/class-wizard-ua-wizardrevisited.xml
Normal file
@@ -0,0 +1,128 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Theurgy (UA): Theurgy</name>
|
||||
<text>A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.</text>
|
||||
<text>Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Theurgy (UA): Arcane Initiate</name>
|
||||
<text>Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.</text>
|
||||
<text>If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.</text>
|
||||
<text>Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Theurgy (UA): Channel Arcana</name>
|
||||
<text>At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.</text>
|
||||
<text>When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.</text>
|
||||
<text>Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.</text>
|
||||
<text>Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</text>
|
||||
<text>If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Theurgy (UA): Channel Arcana: Divine Arcana</name>
|
||||
<text>As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Theurgy (UA): Divine Inspiration</name>
|
||||
<text>When you choose this tradition at 2nd level, choose a domain from your chosen deity's list of eligible domains (see appendix B, "Gods of the Multiverse," in the Player's Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>War Magic (UA): War Magic</name>
|
||||
<text>A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration. It teaches techniques that empower a caster's spells, while also providing methods for a wizard to bolster their own defenses.</text>
|
||||
<text>Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. War mages strike fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>War Magic (UA): Arcane Deflection</name>
|
||||
<text>At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.</text>
|
||||
<text>When you use this feature, you can't cast spells other than cantrips until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>War Magic (UA): Tactical Wit</name>
|
||||
<text>Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Theurgy (UA): Arcane Acolyte</name>
|
||||
<text>At 6th level, you gain your chosen domain's 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>War Magic (UA): Power Surge</name>
|
||||
<text>Starting at 6th level, you can empower your spells that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell's damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Theurgy (UA): Arcane Priest</name>
|
||||
<text>At 10th level, you gain your chosen domain's 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god's secrets.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>War Magic (UA): Durable Magic</name>
|
||||
<text>Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Theurgy (UA): Arcane High Priest</name>
|
||||
<text>At 14th level, you gain your chosen domain's 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 1</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>War Magic (UA): Durable Magic</name>
|
||||
<text>At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, magical energy arcs from you; each creature of your choice within 10 feet of you takes force damage equal to half your wizard level.</text>
|
||||
<text></text>
|
||||
<text>Source: Unearthed Arcana: Wizard Revisited p. 2</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
141
Sources/UnearthedArcana/feats-ua-2020feats.xml
Normal file
141
Sources/UnearthedArcana/feats-ua-2020feats.xml
Normal file
@@ -0,0 +1,141 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Artificer Initiate (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You've learned some of an artificer's inventiveness, granting you the following benefits:
|
||||
• 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. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the artificer spell list.
|
||||
• 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: Unearthed Arcana: 2020 Feats p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Chef (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Time and effort spent mastering the culinary arts has paid off. You gain 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: Unearthed Arcana: 2020 Feats p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Crusher (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You are practiced in the art of crushing your enemies, 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 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 end of your next turn.
|
||||
Source: Unearthed Arcana: 2020 Feats p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Eldritch Adept (UA)</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, you can choose that invocation only if you're a warlock and only if you meet the prerequisite.
|
||||
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
|
||||
Source: Unearthed Arcana: 2020 Feats p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Fey Touched (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain 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: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Fighting Initiate (UA)</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 gain a level, you can replace this feat's fighting style with another one from the fighter class that you don't have.
|
||||
Source: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Gunner (UA)</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: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||
<modifier category="ability score">Dexterity +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Metamagic Adept (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You've learned how to exert your will on your spells to alter how they function. You gain the following benefits:
|
||||
• 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 gain a level, you can replace one of your 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: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Piercer (UA)</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: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Poisoner (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can prepare and deliver deadly poisons, gaining the following benefits:
|
||||
• When you make a damage roll, you ignore resistance to poison damage.
|
||||
• You can coat a weapon in poison as a bonus action, instead of an action.
|
||||
• You gain proficiency with the Poisoner (UA)'s kit if you don't already have it. With one hour of work using a Poisoner (UA)'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, the poison retains potency for 1 minute, or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, 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: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Practiced Expert (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have honed your proficiency with particular skills or tools, gaining the following benefits:
|
||||
• You gain proficiency with one skill or tool of your choice.
|
||||
• Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
|
||||
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Shadow Touched (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:
|
||||
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||
• You learn the darkness 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: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Shield Training (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You've trained in the effective use of shields. You gain the following benefits:
|
||||
• Increase your Strength or Dexterity or Constitution score by 1, to a maximum of 20
|
||||
• You gain proficiency with shield.
|
||||
• In combat, you can don or doff a shield as the free object interaction on your turn.
|
||||
• If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
|
||||
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Slasher (UA)</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: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Tandem Tactician (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
|
||||
• You can use the Help action as a bonus action.
|
||||
• When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
|
||||
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Tracker (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have spent time hunting creatures and honed your skills, gaining the following benefits:
|
||||
• You learn the hunter's mark spell. You can cast it once without expending 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. Wisdom is your spellcasting ability for this spell.
|
||||
• You have advantage on Wisdom (Survival) checks to track creatures
|
||||
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||
<modifier category="ability score">Wisdom +1</modifier>
|
||||
</feat>
|
||||
</compendium>
|
||||
@@ -0,0 +1,50 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Metabolic Control (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have refined psionic control over your body's functions.
|
||||
• Increase your Strength or Dexterity or Constitution score by 1, to a maximum of 20
|
||||
• If your Psionic Talent die is available, you can take an action to channel your psionic power to nourish yourself for the next 24 hours, as if you consumed sufficient food and water for a day. When you take this action, your Psionic Talent die decreases by one die size.
|
||||
• If your Psionic Talent die is available, you can meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one die size. You can't meditate in this way again until you finish a long rest.
|
||||
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Telekinetic (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn to move things with your mind. You gain 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 Telekinetic (UA)ally shove one creature you can see within 30 feet of you. When you do so, roll your Psionic Talent die, and 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 toward you or away from you a number of feet equal to 5 times the number you rolled. A creature can willingly fail this save.
|
||||
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Telepathic (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You awaken the ability to mentally connect with others. You gain the following benefits:
|
||||
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||
• You can speak Telepathic (UA)ally to any creature you can see within 30 feet of you. Your Telepathic (UA) 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 Telepathic (UA)ally.
|
||||
• If your Psionic Talent die is available, you can cast the detect thoughts spell, requiring no components. When you start casting the spell, your Psionic Talent die decreases by one die size. Your spellcasting ability for the spell is the ability increased by this feat.
|
||||
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Tower of Iron Will (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your mind's defenses are formidable. After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed.
|
||||
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 9</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Wild Talent (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement.
|
||||
You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
|
||||
Psionic Talent Options: You can use your Psionic Talent die in the following ways:
|
||||
• Psi-Boosted Ability.: When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
|
||||
• Psi-Guided Strike.: Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die.
|
||||
Changing the Die's Size: If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.
|
||||
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
|
||||
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don't get more than one die; use only the one with the largest starting size.
|
||||
Psi Replenishment: As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.
|
||||
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 9</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
123
Sources/UnearthedArcana/feats-ua-eberron.xml
Normal file
123
Sources/UnearthedArcana/feats-ua-eberron.xml
Normal file
@@ -0,0 +1,123 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Dragonmark of Detection (UA)</name>
|
||||
<prerequisite>Half-Elf</prerequisite>
|
||||
<text>Your have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: detect magic, mage hand
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: detect thoughts
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Finding (UA)</name>
|
||||
<prerequisite>Half-Orc, Human</prerequisite>
|
||||
<text>Your have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mage hand
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: locate object
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Handling (UA)</name>
|
||||
<prerequisite>Human</prerequisite>
|
||||
<text>Your have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: druidcraft, speak with animals
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: beast sense
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: conjure animals
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Healing (UA)</name>
|
||||
<prerequisite>Halfling</prerequisite>
|
||||
<text>Your have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: cure wounds, spare the dying
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: lesser restoration
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: revivify
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Hospitality (UA)</name>
|
||||
<prerequisite>Halfling</prerequisite>
|
||||
<text>Your have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: friends, unseen servant
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: rope trick
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: Leomund's tiny hut
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Making (UA)</name>
|
||||
<prerequisite>Human</prerequisite>
|
||||
<text>Your have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mending
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: magic weapon
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: fabricate
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Passage (UA)</name>
|
||||
<prerequisite>Human</prerequisite>
|
||||
<text>Your have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: expeditious retreat, light
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: misty step
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: teleportation circle
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Scribing (UA)</name>
|
||||
<prerequisite>Gnome</prerequisite>
|
||||
<text>Your have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: comprehend languages, message
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: sending
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: tongues
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Sentinel (UA)</name>
|
||||
<prerequisite>Human</prerequisite>
|
||||
<text>Your have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: blade ward, compelled duel
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: blur
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: protection from energy
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Shadow (UA)</name>
|
||||
<prerequisite>Elf</prerequisite>
|
||||
<text>Your have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses.
|
||||
You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: dancing lights, disguise self
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: darkness
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: nondetection
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Storm (UA)</name>
|
||||
<prerequisite>Half-Elf</prerequisite>
|
||||
<text>Your have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: fog cloud, shocking grasp
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: gust of wind
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: sleet storm
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragonmark of Warding (UA)</name>
|
||||
<prerequisite>Dwarf</prerequisite>
|
||||
<text>Your have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house.
|
||||
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: alarm, resistance
|
||||
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: arcane lock
|
||||
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: magic circle
|
||||
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
86
Sources/UnearthedArcana/feats-ua-feats.xml
Normal file
86
Sources/UnearthedArcana/feats-ua-feats.xml
Normal file
@@ -0,0 +1,86 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Alchemist (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
|
||||
• You gain proficiency with Alchemist (UA)'s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
|
||||
• As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
|
||||
• Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have Alchemist (UA)'s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore.
|
||||
Source: Unearthed Arcana: Feats p. 4</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Blade Mastery (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:
|
||||
• You gain a +1 bonus to attack rolls you make with the weapon.
|
||||
• On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
|
||||
• When you make an opportunity attack with the weapon, you have advantage on the attack roll.
|
||||
Source: Unearthed Arcana: Feats p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Burglar (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
|
||||
• You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
|
||||
Source: Unearthed Arcana: Feats p. 4</text>
|
||||
<modifier category="ability score">Dexterity +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Fell Handed (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
|
||||
• You gain a +1 bonus to attack rolls you make with the weapon.
|
||||
• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
|
||||
• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
|
||||
• If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
|
||||
Source: Unearthed Arcana: Feats p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Flail Mastery (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:
|
||||
• You gain a +1 bonus to attack rolls you make with a flail.
|
||||
• As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shield. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
|
||||
• When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
|
||||
Source: Unearthed Arcana: Feats p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Gourmand (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
|
||||
• You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
|
||||
• As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
|
||||
• During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
|
||||
Source: Unearthed Arcana: Feats p. 4</text>
|
||||
<modifier category="ability score">Constitution +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Master of Disguise (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
|
||||
• You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
|
||||
• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
|
||||
Source: Unearthed Arcana: Feats p. 4</text>
|
||||
<modifier category="ability score">Charisma +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Spear Mastery (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:
|
||||
• You gain a +1 bonus to attack rolls you make with a spear.
|
||||
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.)
|
||||
• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving.
|
||||
• As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
|
||||
Source: Unearthed Arcana: Feats p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Warhammer Master (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This feat is presented as an illustrative example of a poorly-designed feat, and is not intended to be used in play. The Fell Handed feat is presented as a well-designed implementation of the same ideas, and should be used instead.
|
||||
When you hit a creature with a warhammer, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
|
||||
In addition, you can use your warhammer to knock away a foe's shield. If you hit a creature that's using a shield, you can have the attack deal no damage and force the creature to drop its shield.
|
||||
Source: Unearthed Arcana: Feats p. 2</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
191
Sources/UnearthedArcana/feats-ua-featsforraces.xml
Normal file
191
Sources/UnearthedArcana/feats-ua-featsforraces.xml
Normal file
@@ -0,0 +1,191 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Barbed Hide (UA)</name>
|
||||
<prerequisite>Tiefling</prerequisite>
|
||||
<text>One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:
|
||||
• Increase your Constitution or Charisma score by 1, to a maximum of 20
|
||||
• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
|
||||
• You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
Source: Unearthed Arcana: Feats For Races p. 1</text>
|
||||
<proficiency>Intimidation</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Bountiful Luck (UA)</name>
|
||||
<prerequisite>Halfling</prerequisite>
|
||||
<text>Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
|
||||
Source: Unearthed Arcana: Feats For Races p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Critter Friend (UA)</name>
|
||||
<prerequisite>Gnome (Forest)</prerequisite>
|
||||
<text>Your friendship with animals mystically deepens. You gain the following benefits:
|
||||
• You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
|
||||
Source: Unearthed Arcana: Feats For Races p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragon Fear (UA)</name>
|
||||
<prerequisite>Dragonborn</prerequisite>
|
||||
<text>When angered, you radiate menace. You gain the following benefits:
|
||||
• Increase your Strength or Charisma score by 1, to a maximum of 20
|
||||
• Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
|
||||
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragon Hide (UA)</name>
|
||||
<prerequisite>Dragonborn</prerequisite>
|
||||
<text>You inherited the might and majesty of your dragon ancestors. You gain the following benefits:
|
||||
• Increase your Strength or Charisma score by 1, to a maximum of 20
|
||||
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||
• Your scales harden; you gain a +1 bonus to AC while you aren't wearing armor.
|
||||
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dragon Wings (UA)</name>
|
||||
<prerequisite>Dragonborn</prerequisite>
|
||||
<text>You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity.
|
||||
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Drow High Magic (UA)</name>
|
||||
<prerequisite>Elf (Drow)</prerequisite>
|
||||
<text>You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
|
||||
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Dwarf Resilience (UA)</name>
|
||||
<prerequisite>Dwarf</prerequisite>
|
||||
<text>You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
|
||||
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
|
||||
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||
<modifier category="ability score">Constitution +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Elven Accuracy (UA)</name>
|
||||
<prerequisite>Elf, Half-Elf</prerequisite>
|
||||
<text>You have uncanny aim. You gain the following benefits:
|
||||
• Whenever you have advantage on an attack roll, you can reroll one of the dice once.
|
||||
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||
<modifier category="ability score">Dexterity +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Everybody's Friend (UA)</name>
|
||||
<prerequisite>Half-Elf</prerequisite>
|
||||
<text>You develop your magnetic personality to ease your way through the world. You gain the following benefits:
|
||||
• You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
|
||||
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||
<modifier category="ability score">Charisma +1</modifier>
|
||||
<proficiency>, Persuasion</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Fade Away (UA)</name>
|
||||
<prerequisite>Gnome</prerequisite>
|
||||
<text>You can draw on your magical heritage to escape danger. You gain the following benefits:
|
||||
• When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Fey Teleportation (UA)</name>
|
||||
<prerequisite>Elf (High)</prerequisite>
|
||||
<text>Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits:
|
||||
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
|
||||
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Flames of Phlegethos (UA)</name>
|
||||
<prerequisite>Tiefling</prerequisite>
|
||||
<text>You learn to call on hellfire to serve your commands. You gain the following benefits:
|
||||
• Increase your Intelligence or Charisma score by 1, to a maximum of 20
|
||||
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
|
||||
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
|
||||
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Grudge-Bearer (UA)</name>
|
||||
<prerequisite>Dwarf</prerequisite>
|
||||
<text>You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:
|
||||
• Increase your Strength or Constitution or Wisdom score by 1, to a maximum of 20
|
||||
• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
|
||||
• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
|
||||
• Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.
|
||||
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Human Determination (UA)</name>
|
||||
<prerequisite>Human</prerequisite>
|
||||
<text>You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
|
||||
• When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infernal Constitution (UA)</name>
|
||||
<prerequisite>Tiefling</prerequisite>
|
||||
<text>Fiendish blood runs strong in you. You gain the following benefits:
|
||||
• You have resistance to cold and poison damage.
|
||||
• You have advantage on saving throws against being poisoned.
|
||||
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||
<modifier category="ability score">Constitution +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Orcish Aggression (UA)</name>
|
||||
<prerequisite>Half-Orc</prerequisite>
|
||||
<text>As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
|
||||
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Orcish Fury (UA)</name>
|
||||
<prerequisite>Half-Orc</prerequisite>
|
||||
<text>Your fury burns tirelessly. You gain the following benefits:
|
||||
• Increase your Strength or Constitution score by 1, to a maximum of 20
|
||||
• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
|
||||
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
|
||||
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Prodigy (UA)</name>
|
||||
<prerequisite>Half-Elf, Human</prerequisite>
|
||||
<text>You have a knack for learning new things. You gain the following benefits:
|
||||
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
|
||||
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Second Chance (UA)</name>
|
||||
<prerequisite>Halfling</prerequisite>
|
||||
<text>You have a knack for learning new things. You gain the following benefits:
|
||||
• Increase your Dexterity or Constitution or Charisma score by 1, to a maximum of 20
|
||||
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't do so again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Squat Nimbleness (UA)</name>
|
||||
<prerequisite>Dwarf, Gnome, Halfling</prerequisite>
|
||||
<text>You are uncommonly nimble for your race. You gain the following benefits:
|
||||
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||
• Increase your walking speed by 5 feet.
|
||||
• You gain proficiency in the Acrobatics or Athletics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it.
|
||||
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Wonder Maker (UA)</name>
|
||||
<prerequisite>Gnome (Rock)</prerequisite>
|
||||
<text>You master the tinker techniques of your people. You gain the following benefits:
|
||||
• Increase your Dexterity or Intelligence score by 1, to a maximum of 20
|
||||
• When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
|
||||
• When you make a device with your Tinker trait, you have the following additional options for what you make:
|
||||
This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
|
||||
This device makes doing sums easy.
|
||||
This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
|
||||
This pocket watch keeps accurate time.
|
||||
When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
|
||||
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Wood Elf Magic (UA)</name>
|
||||
<prerequisite>Elf (Wood)</prerequisite>
|
||||
<text>You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
|
||||
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
179
Sources/UnearthedArcana/feats-ua-featsforskills.xml
Normal file
179
Sources/UnearthedArcana/feats-ua-featsforskills.xml
Normal file
@@ -0,0 +1,179 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Acrobat (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You become more nimble, gaining the following benefits:
|
||||
• You gain proficiency in the Acrobat (UA)ics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• As a bonus action, you can make a DC 15 Dexterity (Acrobat (UA)ics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 1</text>
|
||||
<modifier category="ability score">Dexterity +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Animal Handler (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You master the techniques needed to train and handle animals. You gain the following benefits:
|
||||
• You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 1</text>
|
||||
<modifier category="ability score">Wisdom +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcanist (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You study the arcane arts, gaining the following benefits:
|
||||
• You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 1</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
<proficiency>Arcana</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Brawny (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You become stronger, gaining the following benefits:
|
||||
• You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You count as if you were one size larger for the purpose of determining your carrying capacity.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 1</text>
|
||||
<modifier category="ability score">Strength +1</modifier>
|
||||
<proficiency>Athletics</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Diplomat (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You master the arts of diplomacy, gaining the following benefits:
|
||||
• You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||
<modifier category="ability score">Charisma +1</modifier>
|
||||
<proficiency>Persuasion</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Empathic (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You possess keen insight into how other people think and feel. You gain the following benefits:
|
||||
• You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||
<modifier category="ability score">Wisdom +1</modifier>
|
||||
<proficiency>Insight</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Historian (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your study of history rewards you with the following benefits:
|
||||
• You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
<proficiency>History</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Investigator (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
|
||||
• You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You can take the Search action as a bonus action.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
<proficiency>Investigation</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Medic (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You master the physician's arts, gaining the following benefits:
|
||||
• You gain proficiency in the Medic (UA)ine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medic (UA)ine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||
<modifier category="ability score">Wisdom +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Menacing (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You become fearsome to others, gaining the following benefits:
|
||||
• You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||
<modifier category="ability score">Charisma +1</modifier>
|
||||
<proficiency>Intimidation</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Naturalist (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your extensive study of nature rewards you with the following benefits:
|
||||
• You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
<proficiency>Nature</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Perceptive (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You hone your senses until they become razor sharp. You gain the following benefits:
|
||||
• You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||
<modifier category="ability score">Wisdom +1</modifier>
|
||||
<proficiency>Perception</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Performer (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You master performance so that you can command any stage. You gain the following benefits:
|
||||
• You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||
<modifier category="ability score">Charisma +1</modifier>
|
||||
<proficiency>Performance</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Quick-Fingered (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
|
||||
• You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||
<modifier category="ability score">Dexterity +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Silver-Tongued (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You develop your conversational skill to better deceive others. You gain the following benefits:
|
||||
• You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||
<modifier category="ability score">Charisma +1</modifier>
|
||||
<proficiency>Deception</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Stealthy (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You know how best to hide. You gain the following benefits:
|
||||
• You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 4</text>
|
||||
<modifier category="ability score">Dexterity +1</modifier>
|
||||
<proficiency>Stealth</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Survivalist (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You master wilderness lore, gaining the following benefits:
|
||||
• You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 4</text>
|
||||
<modifier category="ability score">Wisdom +1</modifier>
|
||||
<proficiency>Survival</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Theologian (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your extensive study of religion rewards you with the following benefits:
|
||||
• You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||
• You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
|
||||
Source: Unearthed Arcana: Feats For Skills p. 4</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
<proficiency>Religion</proficiency>
|
||||
</feat>
|
||||
</compendium>
|
||||
21
Sources/UnearthedArcana/feats-ua-fighterroguewizard.xml
Normal file
21
Sources/UnearthedArcana/feats-ua-fighterroguewizard.xml
Normal file
@@ -0,0 +1,21 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Telekinetic (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn to move things with your mind. You gain the following benefits:
|
||||
• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.
|
||||
• As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you.
|
||||
Source: Unearthed Arcana: Fighter Rogue Wizard p. 8</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Telepathic (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You awaken the ability to mentally connect with others. You gain the following benefits:
|
||||
• You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion.
|
||||
• You can communicate Telepathic (UA)ally with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you Telepathic (UA)ally.
|
||||
Source: Unearthed Arcana: Fighter Rogue Wizard p. 8</text>
|
||||
<modifier category="ability score">Intelligence +1</modifier>
|
||||
</feat>
|
||||
</compendium>
|
||||
275
Sources/UnearthedArcana/items-ua-2020spellsandmagictattoos.xml
Normal file
275
Sources/UnearthedArcana/items-ua-2020spellsandmagictattoos.xml
Normal file
@@ -0,0 +1,275 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Absorbing Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo incorporates designs that emphasize one color more than others. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.
|
||||
|
||||
d10 | Damage Type | Color
|
||||
1 | Acid | Green
|
||||
2 | Cold | Blue
|
||||
3 | Fire | Red
|
||||
4 | Force | White
|
||||
5 | Lightning | Yellow
|
||||
6 | Necrotic | Black
|
||||
7 | Poison | Violet
|
||||
8 | Psychic | Silver
|
||||
9 | Radiant | Gold
|
||||
10 | Thunder | Orange
|
||||
Damage Absorption: When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 8</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Barrier Tattoo (Rare) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Barrier Tattoo (Uncommon) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your Dexterity modifier. You can use a shield and still gain this benefit.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Barrier Tattoo (Very Rare) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Blood Fury Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo evokes fury in its form and colors. While this tattoo is on your skin, you gain the following benefits:
|
||||
• Your attack rolls score a critical hit on a d20 roll of 19 or 20.
|
||||
• When you score a critical hit against a creature, that target takes an extra 4d6 necrotic damage, and you gain a number of temporary hit points equal to the necrotic damage dealt.
|
||||
• When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10</text>
|
||||
<roll>4d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Coiling Grasp Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo has long intertwining designs. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Eldritch Claw Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
|
||||
Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ghost Step Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo shifts and wavers on the skin, parts of it appearing blurred. The tattoo has 3 charges, and it regains all expended charges daily at dawn.
|
||||
As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
|
||||
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
|
||||
• You can't be grappled or restrained.
|
||||
• You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
<roll>1d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Illuminator's Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo contains beautiful calligraphy, images of writing implements, and the like. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
|
||||
As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Lifewell Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo comprises symbols of life and rebirth. While this tattoo is on your skin, you have resistance to necrotic damage.
|
||||
Death Ward: When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can't be used again until the next dawn.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Masquerade Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo appears on your skin as whatever you desire. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
|
||||
Disguise Self: As an action, you can use the tattoo to cast the disguise self spell. Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Shadowfell Brand Tattoo (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo is dark in color and abstract. While it's on your skin, you have advantage on Dexterity (Stealth) checks.
|
||||
Shadowy Defense: When you take damage, you can use your reaction to become shadowy and insubstantial for a moment, reducing the damage you take by half. Once used, this reaction can't be used again until the next dawn.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 12</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (1st Level) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13 and an attack bonus of +5.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (2nd Level) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13 and an attack bonus of +5.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (3rd Level) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
A spell cast from this tattoo has a spellcasting ability modifier of +4, a save DC of 15 and an attack bonus of +7.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (4th Level) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
A spell cast from this tattoo has a spellcasting ability modifier of +4, a save DC of 15 and an attack bonus of +7.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (5th Level) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
A spell cast from this tattoo has a spellcasting ability modifier of +5, a save DC of 17 and an attack bonus of +9.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (Cantrip) (UA)</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13, and an attack bonus of +5.
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Barrier Tattoo</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Produced by a special needle, this magic tattoo features designs that emphasize one color.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Barrier Tattoo (Uncommon)
|
||||
Barrier Tattoo (Rare)
|
||||
Barrier Tattoo (Very Rare)
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo</name>
|
||||
<detail>Wondrous item (tattoo)</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Produced by a special needle, this magic tattoo features designs that emphasize one color.
|
||||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Spellwrought Tattoo (Cantrip)
|
||||
Spellwrought Tattoo (1st Level)
|
||||
Spellwrought Tattoo (2nd Level)
|
||||
Spellwrought Tattoo (3rd Level)
|
||||
Spellwrought Tattoo (4th Level)
|
||||
Spellwrought Tattoo (5th Level)
|
||||
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
|
||||
</item>
|
||||
</compendium>
|
||||
78
Sources/UnearthedArcana/items-ua-prestigeclassesrunmagic.xml
Normal file
78
Sources/UnearthedArcana/items-ua-prestigeclassesrunmagic.xml
Normal file
@@ -0,0 +1,78 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Opal of the Ild Rune (UA)</name>
|
||||
<detail>Magic Rune</detail>
|
||||
<type>W</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune—the rune of fire—shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow.
|
||||
Ignite (Simple Property): As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.
|
||||
Fire Tamer (Simple Property): As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot.
|
||||
Fire's Friend (Simple Property): While you are attuned to this rune, you have resistance to cold damage.
|
||||
Combustion (Complex Property): As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot.
|
||||
Flame Brand (Complex Property): Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage.
|
||||
In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three.
|
||||
These effects last for 24 hours or until you use this property again.
|
||||
Flame Stoker (Complex Property): While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result.
|
||||
Source: Unearthed Arcana: Prestige Classes Run Magic p. 4</text>
|
||||
<roll>1d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Orb of the Stein Rune (UA)</name>
|
||||
<detail>Magic Rune</detail>
|
||||
<type>W</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This spherical chunk of granite is about the size of a human fist. The stein rune—the rune of stone—appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease.
|
||||
Indomitable Stand (Simple Property): As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end.
|
||||
Stone Soul (Simple Property): While you are attuned to this rune, you cannot be petrified.
|
||||
Stone's Secrets (Simple Property): As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used.
|
||||
Crushing Brand (Complex Property): Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon's damage die or dice, the target of your attack is knocked prone if it is a creature.
|
||||
In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three.
|
||||
These effects last for 24 hours or until you use this property again.
|
||||
Earthen Step (Complex Property): While you are attuned to this rune, you can cast meld into stone as a bonus action. You regain this ability after a short or long rest.
|
||||
Overwhelming Bolt (Complex Property): As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone.
|
||||
Source: Unearthed Arcana: Prestige Classes Run Magic p. 5</text>
|
||||
<roll>2d8</roll>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Pennant of the Vind Rune (UA)</name>
|
||||
<detail>Magic Rune</detail>
|
||||
<type>W</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune—the rune of wind—flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment.
|
||||
Comforting Wind (Simple Property): While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.
|
||||
Wind Step (Simple Property): As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.
|
||||
Wind's Grasp (Simple Property): As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall.
|
||||
Howling Brand (Complex Property): Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon's attacks do not suffer disadvantage due to range.
|
||||
In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three.
|
||||
These effects last for 24 hours or until you use this property again.
|
||||
Shrieking Bolt (Complex Property): As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12 + the spell slot's level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you.
|
||||
Wind Walker (Complex Property): While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest.
|
||||
Source: Unearthed Arcana: Prestige Classes Run Magic p. 5</text>
|
||||
<roll>2d8</roll>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Shard of the Kalt Rune (UA)</name>
|
||||
<detail>Magic Rune</detail>
|
||||
<type>W</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This long, slender shard of ice is roughly the size of a dagger. The kalt rune—the rune of ice—glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally.
|
||||
Frigid Touch (Simple Property): As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune.
|
||||
Frost Friend (Simple Property): While you are attuned to this rune, you have resistance to fire damage.
|
||||
Icy Mantle (Simple Property): As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed.
|
||||
Freezing Bolt (Complex Property): As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected.
|
||||
Ice Brand (Complex Property): Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage.
|
||||
In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three.
|
||||
These effects last for 24 hours or until you use this property again.
|
||||
Winter's Howl (Complex Property): While you are attuned to this rune, you can cast sleet storm as an action. You regain this ability after a short or long rest.
|
||||
Source: Unearthed Arcana: Prestige Classes Run Magic p. 6</text>
|
||||
<roll>2d8</roll>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
</compendium>
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user