Update root-level README and reorganize sources

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

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

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

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Tiny Servant</name>
<size>T</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>10 (4d4)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>4</str>
<dex>16</dex>
<con>10</con>
<int>2</int>
<wis>10</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>blindsight 60 ft. (blind beyond this radius)</senses>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage.</text>
<attack>Slam|+5|1d4+3</attack>
</action>
<description>
Source: Xanathar's Guide to Everything p. 169</description>
<environment></environment>
</monster>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Barbarian</name>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: 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 in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.</text>
<text>Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. 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 sagas of victories against terrible monsters and other fearsome rivals.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Ancestral Guardian: Ancestral Protectors</name>
<text>Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Storm Herald</name>
<text>All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.</text>
<text>Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges 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: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Storm Herald: Storm Aura</name>
<text>Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.</text>
<text>Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.</text>
<text>If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Storm Herald: Desert</name>
<text>When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Storm Herald: Sea</name>
<text>When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Storm Herald: Tundra</name>
<text>When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primal Path: 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&amp;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: Xanathar's Guide to Everything p. 11</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Zealot: Divine Fury</name>
<text>Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 11</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of the Zealot: Warrior of the Gods</name>
<text>At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 11</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Ancestral Guardian: Spirit Shield</name>
<text>Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.</text>
<text>When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Storm Herald: Storm Soul</name>
<text>At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Storm Herald: Desert</name>
<text>You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Storm Herald: Sea</name>
<text>You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Storm Herald: Tundra</name>
<text>You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Path of the Zealot: Fanatical Focus</name>
<text>Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 11</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of the Ancestral Guardian: Consult the Spirits</name>
<text>At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.</text>
<text>After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of the Storm Herald: Shielding Storm</name>
<text>At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Path of the Zealot: Zealous Presence</name>
<text>At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain 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: Xanathar's Guide to Everything p. 11</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Ancestral Guardian: Vengeful Ancestors</name>
<text>At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 9</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Storm Herald: Raging Storm</name>
<text>At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Storm Herald: Desert</name>
<text>Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Storm Herald: Sea</name>
<text>When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Storm Herald: Tundra</name>
<text>Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 10</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Path of the Zealot: 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 you're 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, and you die then only if you still have 0 hit points.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 11</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Bard</name>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Glamour</name>
<text>The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. 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. These bards 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, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Glamour: 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 1 minute, 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 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 talks to it, and it hinders anyone who opposes you, although it avoids 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 saving throw, 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: Xanathar's Guide to Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Glamour: 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 imbues your allies with vigor and speed.</text>
<text>As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.</text>
<text>The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: 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. 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 a blade in their ranks.</text>
<text>Blades who abandon their 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 troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Swords: Blade Flourish</name>
<text>At 3rd level, you learn to perform impressive displays of martial prowess and speed.</text>
<text>Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Swords: Bonus Proficiencies</name>
<text>When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.</text>
<text>If you're 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: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Swords: Fighting Style</name>
<text>At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Swords: Defensive Flourish</name>
<text>You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Swords: Mobile Flourish</name>
<text>You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Swords: Slashing Flourish</name>
<text>You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice 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>Source: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: 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 other bards, 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 a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 16</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Whispers: Psychic Blades</name>
<text>When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.</text>
<text>When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.</text>
<text>The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 16</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Whispers: Words of Terror</name>
<text>At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.</text>
<text>If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in 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 of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.</text>
<text>If the target succeeds on its saving throw, 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 or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 16</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Glamour: 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 cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.</text>
<text>Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Swords: Extra Attack</name>
<text>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Whispers: Mantle of Whispers</name>
<text>At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.</text>
<text>You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.</text>
<text>While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.</text>
<text>Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.</text>
<text>Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 16</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>College of Glamour: Unbreakable Majesty</name>
<text>At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.</text>
<text>In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.</text>
<text>Once you assume this majestic presence, you can't do so again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 14</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>College of Swords: 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: Xanathar's Guide to Everything p. 15</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>College of Whispers: 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>On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.</text>
<text>The charmed 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.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 16</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Cleric</name>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Forge Domain</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 be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities 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 | identify, searing smite</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: Xanathar's Guide to Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Forge Domain: 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, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, 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: Xanathar's Guide to Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Forge Domain: Bonus Proficiency</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Grave Domain</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. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.</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: Xanathar's Guide to Everything p. 19</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Grave Domain: Circle of Mortality</name>
<text>At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.</text>
<text>In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 19</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Grave Domain: Eyes of the Grave</name>
<text>At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.</text>
<text>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: Xanathar's Guide to Everything p. 19</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Forge Domain: Channel Divinity: Artisan's Blessing</name>
<text>Starting at 2nd level, you can use your Channel Divinity to create simple items.</text>
<text>You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.</text>
<text>The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Grave Domain: 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 choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 19</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Forge Domain: Soul of the Forge</name>
<text>Starting at 6th level, your mastery of the forge grants you special abilities:</text>
<text>• You gain resistance to fire damage.</text>
<text>• While wearing heavy armor, you gain a +1 bonus to AC.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Grave Domain: Sentinel at Death's Door</name>
<text>At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.</text>
<text>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: Xanathar's Guide to Everything p. 19</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Forge Domain: 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: Xanathar's Guide to Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Grave Domain: Potent Spellcasting</name>
<text>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 19</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Forge Domain: Saint of Forge and Fire</name>
<text>At 17th level, your blessed affinity with fire and metal becomes more powerful:</text>
<text>• You gain immunity to fire damage</text>
<text>• While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 18</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Grave Domain: Keeper of Souls</name>
<text>Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 19</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Druid</name>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Dreams</name>
<text>Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. 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 dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 22</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Dreams: 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 offers 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 one creature 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.</text>
<text>You regain all expended dice when you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 22</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of the Shepherd</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: Xanathar's Guide to Everything p. 23</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of the Shepherd: 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 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: Xanathar's Guide to Everything p. 23</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of the Shepherd: Spirit Totem</name>
<text>Starting at 2nd level, you can call forth nature spirits 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 or until you're incapacitated. 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>
<name>Circle of the Shepherd: Bear Spirit</name>
<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>
<name>Circle of the Shepherd: Hawk Spirit</name>
<text> The hawk spirit is a consummate hunter, aiding you and your allies 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. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.</text>
<name>Circle of the Shepherd: Unicorn Spirit</name>
<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 using a spell slot that restores hit points to any creature 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: Xanathar's Guide to Everything p. 23</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Dreams: Hearth of Moonlight and Shadow</name>
<text>At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.</text>
<text>While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.</text>
<text>The sphere vanishes at the end of the rest or when you leave the sphere.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 22</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of the Shepherd: Mighty Summoner</name>
<text>Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following 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: Xanathar's Guide to Everything p. 23</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of Dreams: Hidden Paths</name>
<text>Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 22</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of the Shepherd: Guardian Spirit</name>
<text>Beginning 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: Xanathar's Guide to Everything p. 23</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of Dreams: Walker in Dreams</name>
<text>At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.</text>
<text>When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.</text>
<text>This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 22</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of the Shepherd: 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 using 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: Xanathar's Guide to Everything p. 23</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Fighter</name>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Arcane Archer</name>
<text>An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They 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: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Arcane Archer: Arcane Archer 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 choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Arcane Archer: Arcane Shot</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 "Arcane Shot Options" below).</text>
<text>Once per turn when you fire an 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 a creature, 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: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Arcane Archer: Arcane Shot Options</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 is calculated as follows:</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Cavalier</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. Compelled 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: Xanathar's Guide to Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Cavalier: Bonus Proficiency</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: Xanathar's Guide to Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Cavalier: 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: Xanathar's Guide to Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Cavalier: Unwavering Mark</name>
<text>Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.</text>
<text>While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.</text>
<text>In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.</text>
<text>Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Samurai</name>
<text>The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Samurai: Bonus Proficiency</name>
<text>When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Samurai: Fighting Spirit</name>
<text>Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.</text>
<text>You can use this feature three times, and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Arcane Archer: Additional Arcane Shot Option</name>
<text>You gain an additional Arcane Shot option of your choice when you reach 7th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Arcane Archer: 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: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Arcane Archer: Magic Arrow</name>
<text>At 7th 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 magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Cavalier: Warding Maneuver</name>
<text>At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.</text>
<text>You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Samurai: Elegant Courtier</name>
<text>Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.</text>
<text>Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Arcane Archer: Additional Arcane Shot Option</name>
<text>You gain an additional Arcane Shot option of your choice when you reach 10th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Cavalier: Hold the Line</name>
<text>At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Samurai: Tireless Spirit</name>
<text>Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Arcane Archer: Additional Arcane Shot Option</name>
<text>You gain an additional Arcane Shot option of your choice when you reach 15th level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Arcane Archer: Ever-Ready Shot</name>
<text>Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Cavalier: Ferocious Charger</name>
<text>Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Samurai: Rapid Strike</name>
<text>Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 31</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Arcane Archer: Additional Arcane Shot Option</name>
<text>You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 28</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Cavalier: Vigilant Defender</name>
<text>Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 30</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Samurai: Strength before Death</name>
<text>Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 31</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,183 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Monk</name>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of the 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 who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.</text>
<text>A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 33</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Drunken Master: Bonus Proficiencies</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 combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 33</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Drunken Master: Drunken Technique</name>
<text>At 3rd level, you 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: Xanathar's Guide to Everything p. 33</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of the Kensei</name>
<text>Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.</text>
<text>A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision 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: Xanathar's Guide to Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Kensei: Path of the Kensei</name>
<text>When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.</text>
<name>Way of the Kensei: Kensei Weapons</name>
<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—either melee or ranged—to be a kensei weapon for you, following the criteria above.</text>
<name>Way of the Kensei: Way of the Brush</name>
<text> You gain proficiency with your choice of calligrapher's supplies or painter's supplies.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Kensei: Agile Parry</name>
<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></text>
<text>Source: Xanathar's Guide to Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Kensei: Kensei's Shot</name>
<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: Xanathar's Guide to Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of the Sun Soul</name>
<text>Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 35</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Sun Soul: Radiant Sun Bolt</name>
<text>Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.</text>
<text>You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.</text>
<text>When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.</text>
<text>When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 35</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Drunken Master: Tipsy Sway</name>
<text>Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 33</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Drunken Master: Leap to Your Feet</name>
<text>When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 33</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Drunken Master: Redirect Attack</name>
<text>When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 33</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Kensei: One with the Blade</name>
<text>At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.</text>
<name>Way of the Kensei: 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: Deft 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: Xanathar's Guide to Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Sun Soul: Searing Arc Strike</name>
<text>At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.</text>
<text>You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 35</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of the Drunken Master: Drunkard's Luck</name>
<text>Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 33</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of the Kensei: Sharpen the Blade</name>
<text>At 11th level, you gain the ability to augment your weapons further with 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 when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of the Sun Soul: Searing Sunburst</name>
<text>At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.</text>
<text>Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.</text>
<text>You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 35</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of the Drunken Master: 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 Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 33</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of the Kensei: Unerring Accuracy</name>
<text>At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 34</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of the Sun Soul: Sun Shield</name>
<text>At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.</text>
<text>If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 35</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Paladin</name>
<autolevel level="3">
<feature optional="YES">
<name>Sacred Oath: Oath of 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.</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: Xanathar's Guide to Everything p. 37</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Conquest: 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: Xanathar's Guide to Everything p. 37</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Conquest: 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: Xanathar's Guide to Everything p. 37</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Conquest: 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: Xanathar's Guide to Everything p. 37</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Conquest: Tenets of Conquest</name>
<text>A paladin who takes this oath has the tenets of conquest seared on the upper arm.</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: Xanathar's Guide to Everything p. 37</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Sacred Oath: 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 their foes to the light, and they slay their enemies 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, paladins who swear this oath 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: Xanathar's Guide to Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Redemption: 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 Charisma (Persuasion) checks for the next 10 minutes.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Redemption: Channel Divinity: Rebuke the Violent</name>
<text>You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the 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: Xanathar's Guide to Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Redemption: 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 | sanctuary, sleep</text>
<text>5th | calm emotions, hold person</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: Xanathar's Guide to Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Redemption: Tenets of Redemption</name>
<text>The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.</text>
<name>Oath of Redemption: Peace</name>
<text> Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.</text>
<name>Oath of Redemption: Innocence</name>
<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>
<name>Oath of Redemption: Patience</name>
<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 that seed to survive and flourish.</text>
<name>Oath of Redemption: Wisdom</name>
<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: Xanathar's Guide to Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Oath of Conquest: Aura of Conquest</name>
<text>Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through 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.</text>
<text>At 18th level, the range of this aura increases to 30 feet.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 37</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Oath of Redemption: Aura of the Guardian</name>
<text>Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.</text>
<text>At 18th level, the range of this aura increases to 30 feet.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Oath of Conquest: 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 1) if you're not incapacitated.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 37</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Oath of Redemption: Protective Spirit</name>
<text>Starting at 15th level, a holy presence mends your wounds in battle. 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: Xanathar's Guide to Everything p. 38</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Oath of Conquest: 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: Xanathar's Guide to Everything p. 37</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Oath of Redemption: 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 hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.</text>
<text>If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 38</text>
</feature>
</autolevel>
</class>
</compendium>

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@@ -0,0 +1,208 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Ranger</name>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Gloom Stalker</name>
<text>Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker: Dread Ambusher</name>
<text>At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.</text>
<text>At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker: Gloom Stalker Magic</name>
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker 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>Gloom Stalker Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | disguise self</text>
<text>5th | rope trick</text>
<text>9th | fear</text>
<text>13th | greater invisibility</text>
<text>17th | seeming</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker: Umbral Sight</name>
<text>At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.</text>
<text>You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Horizon Walker</name>
<text>Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker: Detect Portal</name>
<text>At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</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: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker: Horizon Walker 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, but 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 | misty step</text>
<text>9th | haste</text>
<text>13th | banishment</text>
<text>17th | teleportation circle</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker: Planar Warrior</name>
<text>At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.</text>
<text>As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Monster Slayer</name>
<text>You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer: Hunter's Sense</name>
<text>At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer: Monster Slayer Magic</name>
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer 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>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 | hold monster</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer: Slayer's Prey</name>
<text>Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.</text>
<text>This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Gloom Stalker: Iron Mind</name>
<text>By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Horizon Walker: Ethereal Step</name>
<text>At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current 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: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Monster Slayer: 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 Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Gloom Stalker: Stalker's Flurry</name>
<text>At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Horizon Walker: Distant Strike</name>
<text>At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.</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: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Monster Slayer: Magic-User's Nemesis</name>
<text>At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.</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: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Gloom Stalker: Shadowy Dodge</name>
<text>Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Horizon Walker: Spectral Defense</name>
<text>At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Monster Slayer: 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 Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Rogue</name>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Inquisitive</name>
<text>As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, 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 keen deductions make you well equipped to expose and end hidden evils.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 45</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Inquisitive: Ear for Deceit</name>
<text>When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 45</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Inquisitive: Eye for Detail</name>
<text>Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 45</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Inquisitive: Insightful Fighting</name>
<text>At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.</text>
<text>This benefit lasts for 1 minute or until you successfully use this feature against a different target.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 45</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Mastermind</name>
<text>Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 46</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Mastermind: Master of Intrigue</name>
<text>When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.</text>
<text>Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 46</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Mastermind: Master of Tactics</name>
<text>Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 46</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Scout</name>
<text>You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 47</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Scout: 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: Xanathar's Guide to Everything p. 47</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Scout: Survivalist</name>
<text>When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 47</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Swashbuckler</name>
<text>You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.</text>
<text>A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swashbuckler: Fancy Footwork</name>
<text>When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swashbuckler: Rakish Audacity</name>
<text>Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.</text>
<text>You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Inquisitive: Steady Eye</name>
<text>Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 45</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Mastermind: Insightful Manipulator</name>
<text>Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:</text>
<text>• Intelligence score</text>
<text>• Wisdom score</text>
<text>• Charisma score</text>
<text>• Class levels (if any)</text>
<text>At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 46</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Scout: 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: Xanathar's Guide to Everything p. 47</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Swashbuckler: Panache</name>
<text>At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.</text>
<text>If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.</text>
<text>If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Inquisitive: Unerring Eye</name>
<text>Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 45</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Mastermind: Misdirection</name>
<text>Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 46</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Scout: Ambush Master</name>
<text>Starting at 13th level, you excel at leading ambushes and acting first in a fight.</text>
<text>You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 47</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Swashbuckler: Elegant Maneuver</name>
<text>Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 48</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Inquisitive: 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 3d6.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 45</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Mastermind: Soul of Deceit</name>
<text>Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.</text>
<text>Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 46</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Scout: 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 you can't use your Sneak Attack against the same target more than once in a turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 47</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Swashbuckler: Master Duelist</name>
<text>Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 48</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Sorcerer</name>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Divine Soul</name>
<text>Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that 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.</text>
<text>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>A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.</text>
<text>In some cultures, only those who can claim the power of a Divine 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: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Soul: Divine Magic</name>
<text>Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or 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>In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</text>
<text></text>
<text>Affinity | Spell</text>
<text>Good | cure wounds</text>
<text>Evil | inflict wounds</text>
<text>Law | bless</text>
<text>Chaos | bane</text>
<text>Neutrality | protection from evil and good</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Soul: 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. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Shadow Magic</name>
<text>You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.</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 Shadow Sorcerer Quirks table to create a 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 barely bleed, even when badly injured.</text>
<text>4 | Your heart beats once per minute. This event 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: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Shadow Magic: Eyes of the Dark</name>
<text>Starting at 1st level, you have darkvision with a range of 120 feet.</text>
<text>When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Shadow Magic: 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. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.</text>
<text>After the saving throw succeeds, you can't use this feature again until you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Storm Sorcery</name>
<text>Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.</text>
<text>Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 51</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Storm Sorcery: Tempestuous Magic</name>
<text>Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 51</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Storm Sorcery: Wind Speaker</name>
<text>The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 51</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Divine Soul: Empowered Healing</name>
<text>Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Shadow Magic: 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 magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:</text>
<text>• The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.</text>
<text>• It appears with a number of temporary hit points equal to half your sorcerer level.</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 toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. 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: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Storm Sorcery: Heart of the Storm</name>
<text>At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 51</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Storm Sorcery: Storm Guide</name>
<text>At 6th level, you gain the ability to subtly control the weather around you.</text>
<text>If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.</text>
<text>If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 51</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Divine Soul: Otherworldly Wings</name>
<text>Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.</text>
<text>The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Shadow Magic: 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 magically 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: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Storm Sorcery: Storm's Fury</name>
<text>Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 51</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Divine Soul: Unearthly Recovery</name>
<text>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer 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: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Shadow Magic: Umbral Form</name>
<text>Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant 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.</text>
<text>You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 50</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Storm Sorcery: Wind Soul</name>
<text>At 18th level, you gain immunity to lightning and thunder damage.</text>
<text>You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 51</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Warlock</name>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Celestial</name>
<text>Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other 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, and 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 | cure wounds, guiding bolt</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: Xanathar's Guide to Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Celestial: 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: Xanathar's Guide to Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Celestial: 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 heal one creature you can see within 60 feet of you, 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: Xanathar's Guide to Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Hexblade</name>
<text>You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.</text>
<text>Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.</text>
<name>The Hexblade: Expanded Spell List</name>
<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 | blur, branding smite</text>
<text>3rd | blink, elemental weapon</text>
<text>4th | phantasmal killer, staggering smite</text>
<text>5th | banishing smite, cone of cold</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 55</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Hexblade: Hex Warrior</name>
<text>At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.</text>
<text>The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 55</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Hexblade: Hexblade's Curse</name>
<text>Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. 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 (minimum of 1 hit point).</text>
<text>You can't use this feature again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 55</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Celestial: 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 can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Hexblade: Accursed Specter</name>
<text>Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).</text>
<text>The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.</text>
<text>Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 55</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Celestial: 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: Xanathar's Guide to Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Hexblade: 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, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 55</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Celestial: Searing Vengeance</name>
<text>Starting at 14th level, the radiant energy you channel allows you to resist death. 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: Xanathar's Guide to Everything p. 54</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Hexblade: Master of Hexes</name>
<text>Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 55</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Wizard</name>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: 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, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards 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 piece of steel. War mages act 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. War mages are also adept at turning other spellcasters' magical energy against them.</text>
<text>In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?"</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>War Magic: 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 you fail a 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: Xanathar's Guide to Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>War Magic: Tactical Wit</name>
<text>Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>War Magic: Power Surge</name>
<text>Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.</text>
<text>You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.</text>
<text>Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>War Magic: 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: Xanathar's Guide to Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>War Magic: Deflecting Shroud</name>
<text>At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 59</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Bountiful Luck</name>
<prerequisite>Halfling</prerequisite>
<text>Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!
When 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.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
Source: Xanathar's Guide to Everything p. 73</text>
</feat>
<feat>
<name>Dragon Fear</name>
<prerequisite>Dragonborn</prerequisite>
<text>When angered, you radiate menace. You gain the following benefits:
 Increase your Strength or Constitution or Charisma score by 1, to a maximum of 20
 Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing 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 on the save if it can't hear or see you. On a failed save, a target becomes frightened of you 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: Xanathar's Guide to Everything p. 74</text>
</feat>
<feat>
<name>Dragon Hide</name>
<prerequisite>Dragonborn</prerequisite>
<text>You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
 Increase your Strength or Constitution or Charisma score by 1, to a maximum of 20
 Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
 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 normal bludgeoning damage for an unarmed strike.
Source: Xanathar's Guide to Everything p. 74</text>
</feat>
<feat>
<name>Drow High Magic</name>
<prerequisite>Elf (Drow)</prerequisite>
<text>You learn more of the magic typical of dark elves. You learn the detect magic spell 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 those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
Source: Xanathar's Guide to Everything p. 74</text>
</feat>
<feat>
<name>Dwarven Fortitude</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: Xanathar's Guide to Everything p. 74</text>
<modifier category="ability score">Constitution +1</modifier>
</feat>
<feat>
<name>Elven Accuracy</name>
<prerequisite>Elf, Half-Elf</prerequisite>
<text>The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
 Increase your Dexterity or Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
 Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Source: Xanathar's Guide to Everything p. 74</text>
</feat>
<feat>
<name>Fade Away</name>
<prerequisite>Gnome</prerequisite>
<text>Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
 Increase your Dexterity or Intelligence score by 1, to a maximum of 20
 Immediately after 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: Xanathar's Guide to Everything p. 74</text>
</feat>
<feat>
<name>Fey Teleportation</name>
<prerequisite>Elf (High)</prerequisite>
<text>Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
 Increase your Intelligence or Charisma score by 1, to a maximum of 20
 You learn to speak, read, and write Sylvan.
 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: Xanathar's Guide to Everything p. 74</text>
</feat>
<feat>
<name>Flames of Phlegethos</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: Xanathar's Guide to Everything p. 74</text>
</feat>
<feat>
<name>Infernal Constitution</name>
<prerequisite>Tiefling</prerequisite>
<text>Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
 You have resistance to cold and poison damage.
 You have advantage on saving throws against being poisoned.
Source: Xanathar's Guide to Everything p. 75</text>
<modifier category="ability score">Constitution +1</modifier>
</feat>
<feat>
<name>Orcish Fury</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 using 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: Xanathar's Guide to Everything p. 75</text>
</feat>
<feat>
<name>Prodigy</name>
<prerequisite>Half-Elf, Half-Orc, 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.
 Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Source: Xanathar's Guide to Everything p. 75</text>
</feat>
<feat>
<name>Second Chance</name>
<prerequisite>Halfling</prerequisite>
<text>Fortune favors you when someone tries to strike you. 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 use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Source: Xanathar's Guide to Everything p. 75</text>
</feat>
<feat>
<name>Squat Nimbleness</name>
<prerequisite>Dwarf, Small Race</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 (your choice).
 You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Source: Xanathar's Guide to Everything p. 75</text>
</feat>
<feat>
<name>Wood Elf Magic</name>
<prerequisite>Elf (Wood)</prerequisite>
<text>You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
Source: Xanathar's Guide to Everything p. 75</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Bead of Nourishment</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.
Source: Xanathar's Guide to Everything p. 136</text>
</item>
<item>
<name>Bead of Refreshment</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
Source: Xanathar's Guide to Everything p. 136</text>
</item>
<item>
<name>Boots of False Tracks</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Source: Xanathar's Guide to Everything p. 136</text>
</item>
<item>
<name>Candle of the Deep</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Source: Xanathar's Guide to Everything p. 136</text>
</item>
<item>
<name>Charlatan's Die</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Whenever you roll this six—sided die, you can control which number it rolls.
Source: Xanathar's Guide to Everything p. 136</text>
</item>
<item>
<name>Cloak of Billowing</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this cloak, you can use a bonus action to make it billow dramatically.
Source: Xanathar's Guide to Everything p. 136</text>
</item>
<item>
<name>Cloak of Many Fashions</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Source: Xanathar's Guide to Everything p. 136</text>
</item>
<item>
<name>Clockwork Amulet</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Clothes of Mending</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Dark Shard Amulet</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
 You can use the amulet as a spellcasting focus for your warlock spells.
 You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Dread Helm</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This fearsome steel helm makes your eyes glow red while you wear it.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Ear Horn of Hearing</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Enduring Spellbook</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Ersatz Eye</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Source: Xanathar's Guide to Everything p. 137, Explorer's Guide to Wildemount</text>
</item>
<item>
<name>Hat of Vermin</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Hat of Wizardry</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
 You can use the hat as a spellcasting focus for your wizard spells.
 You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Heward's Handy Spice Pouch</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 137</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Horn of Silent Alarm</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 137</text>
<roll>1d4</roll>
</item>
<item>
<name>Instrument of Illusions</name>
<detail>Wondrous item, minor, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Source: Xanathar's Guide to Everything p. 137</text>
</item>
<item>
<name>Instrument of Scribing</name>
<detail>Wondrous item, minor, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Lock of Trickery</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Mystery Key</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A question mark is worked into the head of this key. The key has a 5 chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Orb of Direction</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Orb of Time</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Perfume of Bewitching</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Pipe of Smoke Monsters</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Pole of Angling</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Pole of Collapsing</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Pot of Awakening</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.
The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
Source: Xanathar's Guide to Everything p. 138, Infernal Machine Rebuild p. 95</text>
</item>
<item>
<name>Rope of Mending</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Ruby of the War Mage</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Source: Xanathar's Guide to Everything p. 138</text>
</item>
<item>
<name>Shield of Expression</name>
<detail>minor, Shield</detail>
<type>S</type>
<weight>6</weight>
<property></property>
<ac>2</ac>
<text>The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.
Source: Xanathar's Guide to Everything p. 139</text>
</item>
<item>
<name>Staff of Adornment</name>
<detail>minor, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Source: Xanathar's Guide to Everything p. 139</text>
</item>
<item>
<name>Staff of Birdcalls</name>
<detail>minor, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's book, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Source: Xanathar's Guide to Everything p. 139</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Staff of Flowers</name>
<detail>minor, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Source: Xanathar's Guide to Everything p. 139</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Talking Doll</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Source: Xanathar's Guide to Everything p. 139</text>
</item>
<item>
<name>Tankard of Sobriety</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Source: Xanathar's Guide to Everything p. 139</text>
</item>
<item>
<name>Unbreakable Arrow</name>
<detail>minor, Ammunition</detail>
<type>A</type>
<weight></weight>
<property></property>
<text>This arrow can't be broken, except when it is within an antimagic field.
Source: Xanathar's Guide to Everything p. 139</text>
</item>
<item>
<name>Veteran's Cane</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Source: Xanathar's Guide to Everything p. 139</text>
</item>
<item>
<name>Wand of Conducting</name>
<detail>minor</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Source: Xanathar's Guide to Everything p. 140</text>
</item>
<item>
<name>Wand of Pyrotechnics</name>
<detail>minor</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Source: Xanathar's Guide to Everything p. 140</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Scowls</name>
<detail>minor</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.
Source: Xanathar's Guide to Everything p. 140</text>
</item>
<item>
<name>Wand of Smiles</name>
<detail>minor</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.
Source: Xanathar's Guide to Everything p. 140</text>
</item>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Invocation: Aspect of the Moon</name>
<prerequisite>Pact of the Tome</prerequisite>
<text>You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Source: Xanathar's Guide to Everything p. 56</text>
</feat>
<feat>
<name>Arcane Shot: Banishing Arrow</name>
<prerequisite></prerequisite>
<text>You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Arcane Shot: Beguiling Arrow</name>
<prerequisite></prerequisite>
<text>Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Arcane Shot: Bursting Arrow</name>
<prerequisite></prerequisite>
<text>You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Invocation: Cloak of Flies</name>
<prerequisite>5th level</prerequisite>
<text>As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest.
Source: Xanathar's Guide to Everything p. 56</text>
</feat>
<feat>
<name>Invocation: Eldritch Smite</name>
<prerequisite>5th level, Pact of the Blade</prerequisite>
<text>Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Source: Xanathar's Guide to Everything p. 56</text>
</feat>
<feat>
<name>Arcane Shot: Enfeebling Arrow</name>
<prerequisite></prerequisite>
<text>You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Invocation: Ghostly Gaze</name>
<prerequisite>7th level</prerequisite>
<text>As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Source: Xanathar's Guide to Everything p. 56</text>
</feat>
<feat>
<name>Invocation: Gift of the Depths</name>
<prerequisite>5th level</prerequisite>
<text>You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Invocation: Gift of the Ever-Living Ones</name>
<prerequisite>Pact of the Chain</prerequisite>
<text>Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Invocation: Grasp of Hadar</name>
<prerequisite>Eldritch Blast cantrip</prerequisite>
<text>Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Arcane Shot: Grasping Arrow</name>
<prerequisite></prerequisite>
<text>When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Invocation: Improved Pact Weapon</name>
<prerequisite>Pact of the Blade</prerequisite>
<text>You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Invocation: Lance of Lethargy</name>
<prerequisite>Eldritch Blast cantrip</prerequisite>
<text>Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Invocation: Maddening Hex</name>
<prerequisite>The ability to cast Hex/Curse#X, 5th level</prerequisite>
<text>As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Arcane Shot: Piercing Arrow</name>
<prerequisite></prerequisite>
<text>You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Invocation: Relentless Hex</name>
<prerequisite>The ability to cast Hex/Curse#X, 7th level</prerequisite>
<text>Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Arcane Shot: Seeking Arrow</name>
<prerequisite></prerequisite>
<text>Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 30</text>
</feat>
<feat>
<name>Arcane Shot: Shadow Arrow</name>
<prerequisite></prerequisite>
<text>You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 30</text>
</feat>
<feat>
<name>Invocation: Shroud of Shadow</name>
<prerequisite>15th level</prerequisite>
<text>You can cast invisibility at will, without expending a spell slot.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Invocation: Tomb of Levistus</name>
<prerequisite>5th level</prerequisite>
<text>As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Invocation: Trickster's Escape</name>
<prerequisite>7th level</prerequisite>
<text>You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Animate Objects</name>
<classes>Cleric (Forge)</classes>
</spell>
<spell>
<name>Antilife Shell</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Armor of Agathys</name>
<classes>Paladin (Conquest)</classes>
</spell>
<spell>
<name>Augury</name>
<classes>Barbarian (Ancestral Guardian)</classes>
</spell>
<spell>
<name>Bane</name>
<classes>Cleric (Grave), Sorcerer (Divine Soul)</classes>
</spell>
<spell>
<name>Banishing Smite</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Banishment</name>
<classes>Ranger (Horizon Walker), Ranger (Monster Slayer)</classes>
</spell>
<spell>
<name>Bestow Curse</name>
<classes>Paladin (Conquest)</classes>
</spell>
<spell>
<name>Bless</name>
<classes>Sorcerer (Divine Soul)</classes>
</spell>
<spell>
<name>Blight</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Blink</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Blur</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Branding Smite</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Calm Emotions</name>
<classes>Paladin (Redemption)</classes>
</spell>
<spell>
<name>Clairvoyance</name>
<classes>Barbarian (Ancestral Guardian)</classes>
</spell>
<spell>
<name>Cloudkill</name>
<classes>Paladin (Conquest)</classes>
</spell>
<spell>
<name>Command</name>
<classes>Paladin (Conquest), Bard (Glamour)</classes>
</spell>
<spell>
<name>Cone of Cold</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Counterspell</name>
<classes>Paladin (Redemption)</classes>
</spell>
<spell>
<name>Creation</name>
<classes>Cleric (Forge)</classes>
</spell>
<spell>
<name>Cure Wounds</name>
<classes>Warlock (Celestial), Sorcerer (Divine Soul)</classes>
</spell>
<spell>
<name>Darkness</name>
<classes>Sorcerer (Shadow)</classes>
</spell>
<spell>
<name>Daylight</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Death Ward</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Disguise Self</name>
<classes>Ranger (Gloom Stalker)</classes>
</spell>
<spell>
<name>Dominate Beast</name>
<classes>Paladin (Conquest)</classes>
</spell>
<spell>
<name>Dominate Person</name>
<classes>Paladin (Conquest)</classes>
</spell>
<spell>
<name>Druidcraft</name>
<classes>Fighter (Arcane Archer)</classes>
</spell>
<spell>
<name>Elemental Weapon</name>
<classes>Warlock (Hexblade), Cleric (Forge)</classes>
</spell>
<spell>
<name>Fabricate</name>
<classes>Cleric (Forge)</classes>
</spell>
<spell>
<name>False Life</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Fear</name>
<classes>Paladin (Conquest), Ranger (Gloom Stalker)</classes>
</spell>
<spell>
<name>Flame Strike</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Flaming Sphere</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Gentle Repose</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Greater Invisibility</name>
<classes>Ranger (Gloom Stalker)</classes>
</spell>
<spell>
<name>Greater Restoration</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Guardian of Faith</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Guiding Bolt</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Haste</name>
<classes>Ranger (Horizon Walker)</classes>
</spell>
<spell>
<name>Heat Metal</name>
<classes>Cleric (Forge)</classes>
</spell>
<spell>
<name>Hold Monster</name>
<classes>Paladin (Redemption), Ranger (Monster Slayer)</classes>
</spell>
<spell>
<name>Hold Person</name>
<classes>Paladin (Conquest), Paladin (Redemption)</classes>
</spell>
<spell>
<name>Hypnotic Pattern</name>
<classes>Paladin (Redemption)</classes>
</spell>
<spell>
<name>Identify</name>
<classes>Cleric (Forge)</classes>
</spell>
<spell>
<name>Inflict Wounds</name>
<classes>Sorcerer (Divine Soul)</classes>
</spell>
<spell>
<name>Lesser Restoration</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Light</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Magic Circle</name>
<classes>Ranger (Monster Slayer)</classes>
</spell>
<spell>
<name>Magic Weapon</name>
<classes>Cleric (Forge)</classes>
</spell>
<spell>
<name>Misty Step</name>
<classes>Ranger (Horizon Walker)</classes>
</spell>
<spell>
<name>Otiluke's Resilient Sphere</name>
<classes>Paladin (Redemption)</classes>
</spell>
<spell>
<name>Phantasmal Killer</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Planar Binding</name>
<classes>Ranger (Monster Slayer)</classes>
</spell>
<spell>
<name>Prestidigitation</name>
<classes>Fighter (Arcane Archer)</classes>
</spell>
<spell>
<name>Protection from Energy</name>
<classes>Cleric (Forge)</classes>
</spell>
<spell>
<name>Protection from Evil and Good</name>
<classes>Ranger (Horizon Walker), Ranger (Monster Slayer), Sorcerer (Divine Soul)</classes>
</spell>
<spell>
<name>Raise Dead</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Ray of Enfeeblement</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Revivify</name>
<classes>Warlock (Celestial), Cleric (Grave)</classes>
</spell>
<spell>
<name>Rope Trick</name>
<classes>Ranger (Gloom Stalker)</classes>
</spell>
<spell>
<name>Sacred Flame</name>
<classes>Warlock (Celestial)</classes>
</spell>
<spell>
<name>Sanctuary</name>
<classes>Paladin (Redemption)</classes>
</spell>
<spell>
<name>Searing Smite</name>
<classes>Cleric (Forge)</classes>
</spell>
<spell>
<name>Seeming</name>
<classes>Ranger (Gloom Stalker)</classes>
</spell>
<spell>
<name>Shield</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Sleep</name>
<classes>Paladin (Redemption)</classes>
</spell>
<spell>
<name>Spare the Dying</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Spiritual Weapon</name>
<classes>Paladin (Conquest)</classes>
</spell>
<spell>
<name>Staggering Smite</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Stoneskin</name>
<classes>Paladin (Conquest), Paladin (Redemption)</classes>
</spell>
<spell>
<name>Teleportation Circle</name>
<classes>Ranger (Horizon Walker)</classes>
</spell>
<spell>
<name>Vampiric Touch</name>
<classes>Cleric (Grave)</classes>
</spell>
<spell>
<name>Wall of Fire</name>
<classes>Warlock (Celestial), Cleric (Forge)</classes>
</spell>
<spell>
<name>Wall of Force</name>
<classes>Paladin (Redemption)</classes>
</spell>
<spell>
<name>Wrathful Smite</name>
<classes>Warlock (Hexblade)</classes>
</spell>
<spell>
<name>Zone of Truth</name>
<classes>Ranger (Monster Slayer)</classes>
</spell>
</compendium>

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