feature: Add Tasha's Cauldron of Everything

- Add base items
- Move EE Races to Supplements
- Renamed some sources
- Fixed variant subclass features appearing in other sources
This commit is contained in:
Chris Jennewein
2020-11-18 23:26:56 -07:00
parent b04a1b64fa
commit dd7e54ab4e
117 changed files with 22586 additions and 1109 deletions

View File

@@ -16,6 +16,7 @@
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
@@ -32,6 +33,8 @@
<!-- Supplements --> <!-- Supplements -->
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-eepc.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
@@ -88,12 +91,8 @@
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" /> <doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
@@ -139,8 +138,26 @@
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" /> <doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/bestiary-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-artificer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-barbarian-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-bard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-cleric-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-druid-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-fighter-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-monk-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-paladin-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-rogue-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-sorcerer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-warlock-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
<!-- Adventures --> <!-- Adventures -->
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" /> <doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" />
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml" /> <doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml" />
@@ -156,9 +173,8 @@
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-eet.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" /> <doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
@@ -213,6 +229,7 @@
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" /> <doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-esk.xml" />
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" /> <doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
@@ -258,7 +275,6 @@
<!-- Miscellaneous --> <!-- Miscellaneous -->
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml" />
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml" /> <doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml" />
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml" /> <doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml" />
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml" /> <doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml" />
@@ -273,25 +289,25 @@
<!-- Plane Shift --> <!-- Plane Shift -->
<doc href="../FightClub5eXML/Sources/PlaneShift/backgrounds-ps-a.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/backgrounds-psa.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/backgrounds-ps-i.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/backgrounds-psi.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/class-cleric-ps-a.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/class-cleric-psa.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/class-sorcerer-ps-k.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/class-sorcerer-psk.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/feats-ps-k.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/feats-psk.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/feats-ps-x.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/feats-psx.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/items-ps-x.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/items-psx.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-a.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/races-psa.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-d.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/races-psd.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-i.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/races-psi.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-k.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/races-psk.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-x.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/races-psx.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-z.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/races-psz.xml" />
<doc href="../FightClub5eXML/Sources/PlaneShift/spells-phb+psa.xml" /> <doc href="../FightClub5eXML/Sources/PlaneShift/spells-phb+psa.xml" />
@@ -387,22 +403,23 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-threesubclasses.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-threesubclasses.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-warlockandwizard.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-warlockandwizard.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wizardrevisited.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wizardrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020f.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020feats.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020por.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020psionicoptionsrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-e.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-eberron.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-f.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-feats.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffr.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-featsforraces.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffs.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-featsforskills.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-frw.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-fighterroguewizard.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020smt.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020spellsandmagictattoos.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-pcrm.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-prestigeclassesrunmagic.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-cm.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-wge.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-e.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-centaursminotaurs.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eag.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eberron.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-gh.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eladrinandgith.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-roe.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-gothicheroes.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-ror.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-racesofeberron.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-wa.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-racesofravnica.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-waterborneadventures.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt1.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt1.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt2.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt2.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt3.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt3.xml" />
@@ -410,6 +427,7 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificer.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificer.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificerrevisited.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificerrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-atrioofsubclasses.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-atrioofsubclasses.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-bardandpaladin.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdivinedomains.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdivinedomains.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdruidwizard.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdruidwizard.xml" />
@@ -428,6 +446,7 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-therangerrevised.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-therangerrevised.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-threesubclasses.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-threesubclasses.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-warlockandwizard.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-warlockandwizard.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-waterborneadventures.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml" />
@@ -438,12 +457,11 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-artificerrevisited.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-artificerrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-classfeaturevariants.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-classfeaturevariants.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/vehicles-ua-osas.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/vehicles-ua-ofshipsandsea.xml" />
<!-- Homebrew --> <!-- Homebrew -->
<doc href="../FightClub5eXML/Sources/Homebrew.xml" /> <doc href="../FightClub5eXML/Sources/Homebrew.xml" />
<doc href="../FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml" /> <doc href="../FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml" />
<doc href="../FightClub5eXML/Sources/ThirdParty/CreatureCodex.xml" /> <doc href="../FightClub5eXML/Sources/ThirdParty/CreatureCodex.xml" />
</collection> </collection>

View File

@@ -16,6 +16,7 @@
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
@@ -32,6 +33,8 @@
<!-- Supplements --> <!-- Supplements -->
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-eepc.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
@@ -88,12 +91,8 @@
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" /> <doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
@@ -139,6 +138,24 @@
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" /> <doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/bestiary-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-artificer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-barbarian-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-bard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-cleric-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-druid-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-fighter-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-monk-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-paladin-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-rogue-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-sorcerer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-warlock-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
<!-- Adventures --> <!-- Adventures -->
@@ -156,9 +173,8 @@
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-eet.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" /> <doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
@@ -213,6 +229,7 @@
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" /> <doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-esk.xml" />
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" /> <doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />

View File

@@ -16,6 +16,7 @@
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
@@ -31,7 +32,10 @@
<doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" /> <doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" />
<!-- Supplements --> <!-- Supplements -->
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-eepc.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
@@ -88,12 +92,8 @@
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" /> <doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
@@ -138,6 +138,24 @@
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" /> <doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" /> <doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/bestiary-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-artificer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-barbarian-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-bard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-cleric-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-druid-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-fighter-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-monk-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-paladin-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-rogue-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-sorcerer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-warlock-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
@@ -156,9 +174,8 @@
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-eet.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" /> <doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
@@ -213,6 +230,7 @@
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" /> <doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-esk.xml" />
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" /> <doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />

View File

@@ -16,6 +16,7 @@
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
@@ -32,6 +33,8 @@
<!-- Supplements --> <!-- Supplements -->
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-eepc.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
@@ -88,12 +91,8 @@
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" /> <doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
@@ -139,6 +138,24 @@
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" /> <doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/bestiary-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-artificer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-barbarian-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-bard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-cleric-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-druid-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-fighter-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-monk-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-paladin-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-rogue-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-sorcerer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-warlock-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
<!-- Adventures --> <!-- Adventures -->
@@ -156,9 +173,8 @@
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-eet.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" /> <doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
@@ -213,6 +229,7 @@
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" /> <doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-esk.xml" />
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" /> <doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
@@ -343,22 +360,23 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-threesubclasses.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-threesubclasses.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-warlockandwizard.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-warlockandwizard.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wizardrevisited.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wizardrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020f.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020feats.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020por.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020psionicoptionsrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-e.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-eberron.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-f.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-feats.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffr.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-featsforraces.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffs.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-featsforskills.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-frw.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-fighterroguewizard.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020smt.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020spellsandmagictattoos.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-pcrm.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-prestigeclassesrunmagic.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-cm.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-wge.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-e.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-centaursminotaurs.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eag.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eberron.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-gh.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eladrinandgith.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-roe.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-gothicheroes.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-ror.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-racesofeberron.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-wa.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-racesofravnica.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-waterborneadventures.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt1.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt1.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt2.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt2.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt3.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt3.xml" />
@@ -366,6 +384,7 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificer.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificer.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificerrevisited.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificerrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-atrioofsubclasses.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-atrioofsubclasses.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-bardandpaladin.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdivinedomains.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdivinedomains.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdruidwizard.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdruidwizard.xml" />
@@ -384,6 +403,7 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-therangerrevised.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-therangerrevised.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-threesubclasses.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-threesubclasses.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-warlockandwizard.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-warlockandwizard.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-waterborneadventures.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml" />
@@ -394,6 +414,5 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-artificerrevisited.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-artificerrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-classfeaturevariants.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-classfeaturevariants.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/vehicles-ua-osas.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/vehicles-ua-ofshipsandsea.xml" />
</collection> </collection>

View File

@@ -16,6 +16,7 @@
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
@@ -32,6 +33,8 @@
<!-- Supplements --> <!-- Supplements -->
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-eepc.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
@@ -88,12 +91,8 @@
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" /> <doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
@@ -139,6 +138,24 @@
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" /> <doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/bestiary-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-artificer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-barbarian-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-bard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-cleric-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-druid-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-fighter-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-monk-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-paladin-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-rogue-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-sorcerer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-warlock-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
<!-- Adventures --> <!-- Adventures -->
@@ -156,9 +173,8 @@
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-eet.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" /> <doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" /> <doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
@@ -213,6 +229,7 @@
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" /> <doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-esk.xml" />
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" /> <doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
@@ -268,14 +285,15 @@
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-modernmagic.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-modernmagic.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-thefaithful.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-thefaithful.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-modernmagic.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-modernmagic.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020f.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020feats.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020por.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020psionicoptionsrevisited.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-f.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-feats.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffr.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-featsforraces.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffs.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-featsforskills.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-frw.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-fighterroguewizard.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020smt.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020spellsandmagictattoos.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt4.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt4.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-bardandpaladin.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-giantsoulsorcerer.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-giantsoulsorcerer.xml" />
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-modernmagic.xml" /> <doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-modernmagic.xml" />

View File

@@ -1,5 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<collection> <collection>
<!-- Core Rulebooks -->
<doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" />
@@ -15,6 +16,7 @@
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />

View File

@@ -16,6 +16,7 @@
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" /> <doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
@@ -32,6 +33,8 @@
<!-- Supplements --> <!-- Supplements -->
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-eepc.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" /> <doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
@@ -88,12 +91,8 @@
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" /> <doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" /> <doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
@@ -138,4 +137,23 @@
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" /> <doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" /> <doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/bestiary-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-artificer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-barbarian-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-bard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-cleric-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-druid-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-fighter-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-monk-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-paladin-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-rogue-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-sorcerer-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-warlock-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
</collection> </collection>

View File

@@ -9,6 +9,16 @@
<property></property> <property></property>
<text>Map of Shortcuts: At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut . Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest. <text>Map of Shortcuts: At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut . Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
Map of the Moment: Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later. Map of the Moment: Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.
Possible Map Mission Landmarks
d8 | Landmark
1 | The Ancient Sarcophagus of Gerald Smith
2 | A tree labeled "This tree"
3 | "The Last Resting Place of My Rich Brother that is Also a Bear Cave"
4 | A range of peaks known as the Slightly Wobbly Spires
5 | An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere
6 | A cave filled with screaming bioluminescent worms
7 | The most haunted forest for ten miles in any direction
8 | A huge pile of rocks with no other rocks within sight
Source: Acquisitions Incorporated p. 20</text> Source: Acquisitions Incorporated p. 20</text>
</item> </item>
<item> <item>
@@ -151,6 +161,13 @@ Source: Acquisitions Incorporated p. 30</text>
<property></property> <property></property>
<text>Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls. <text>Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls.
Read the Kill: Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest. Read the Kill: Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest.
d6 | Reading
1 | Using a tiny bellows to pump one last breath into a corpse.
2 | Reading the entrails with special reading-the-entrails glasses.
3 | Burning a small piece of the body and looking for shapes in the smoke.
4 | A cautious, reasoned, professional guesstimate.
5 | Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe.
6 | You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately.
Eldritch Occultant: Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn. Eldritch Occultant: Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn.
Bring Out Your Dead: Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest. Bring Out Your Dead: Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest.
Bead of Instant Karma: At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn. Bead of Instant Karma: At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.

View File

@@ -64,7 +64,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223</text>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
<property></property> <property></property>
<text>While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn. <text>While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.
Source: Baldur's Gate: Descent Into Avernus p. 223</text> Source: Baldur's Gate: Descent Into Avernus p. 223</text>
<roll>1d6</roll> <roll>1d6</roll>
</item> </item>

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@@ -198,7 +198,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 219</description>
</trait> </trait>
<trait> <trait>
<name>Crushing Wheels</name> <name>Crushing Wheels</name>
<text>The Tormentor can move through the space of any Medium or smaller creature.When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage.This trait can't be used against a particular creature more than once each turn.</text> <text>The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage.This trait can't be used against a particular creature more than once each turn.</text>
</trait> </trait>
<trait> <trait>
<name>Prone Deficiency</name> <name>Prone Deficiency</name>

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@@ -3411,7 +3411,6 @@ Source: Curse of Strahd p. 113</description>
<spells>mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, fireball, nondetection, blight, greater invisibility, polymorph, animate objects, scrying</spells> <spells>mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, fireball, nondetection, blight, greater invisibility, polymorph, animate objects, scrying</spells>
<description>With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1, "Into the Mists," to understand his personality and goals. <description>With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1, "Into the Mists," to understand his personality and goals.
Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft. Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.
Children of the Night. Convenient links for the creatures Strahd can summon:
Strahd's Tactics. Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters. Strahd's Tactics. Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind: When you run an encounter with Strahd, keep the following facts in mind:
• Strahd attacks at the most advantageous moment and from the most advantageous position. • Strahd attacks at the most advantageous moment and from the most advantageous position.
@@ -3419,12 +3418,12 @@ When you run an encounter with Strahd, keep the following facts in mind:
• Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him against other members of the adventuring party. • Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him against other members of the adventuring party.
The Vampire's Minions. Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd's Minions table to determine what creatures he brings with him, if any. The Vampire's Minions. Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd's Minions table to determine what creatures he brings with him, if any.
Strahd's Minions. d20 | Creatures Strahd's Minions. d20 | Creatures
13 | 1d4 + 2 dire wolves 13 | 1d4 + 2 dire wolf
46 | 1d6 + 3 ghouls 46 | 1d6 + 3 ghoul
79 | 1d4 + 2 Strahd zombies (in this appendix) 79 | 1d4 + 2 Strahd zombie (in this appendix)
1012 | 2d4 swarms of bats 1012 | 2d4 swarm of bats
1315 | 1d4 + 1 vampire spawn 1315 | 1d4 + 1 vampire spawn
1618 | 3d6 wolves 1618 | 3d6 wolf
1920 | None 1920 | None
If the characters are in a residence, Strahd's creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that's left of a party of adventurers that Strahd defeated long ago) can't enter the characters' location unless invited. If the characters are in a residence, Strahd's creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that's left of a party of adventurers that Strahd defeated long ago) can't enter the characters' location unless invited.

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@@ -48,7 +48,7 @@ Source: Curse of Strahd p. 221</text>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
<property></property> <property></property>
<text>The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven - or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. <text>The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant ravenor an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.

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@@ -41,7 +41,7 @@
<text>The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.</text> <text>The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.</text>
</action> </action>
<description>Summoned by the "Skull" card from the Deck of Many Things. <description>Summoned by the "Skull" card from the Deck of Many Things.
Source: Dungeon Master's Guide p. 164</description> Source: Dungeon Master's Guide p. 164, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -62,7 +62,7 @@ Source: Dungeon Master's Guide p. 164</description>
<skill></skill> <skill></skill>
<passive>10</passive> <passive>10</passive>
<languages></languages> <languages></languages>
<cr>0</cr> <cr></cr>
<resist></resist> <resist></resist>
<immune></immune> <immune></immune>
<vulnerable></vulnerable> <vulnerable></vulnerable>

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@@ -52,15 +52,6 @@
<text>Source: Dungeon Master's Guide p. 96</text> <text>Source: Dungeon Master's Guide p. 96</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Death Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Dungeon Master's Guide p. 96</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Death Domain: Divine Strike</name> <name>Death Domain: Divine Strike</name>

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@@ -5390,6 +5390,10 @@ Power Strike: When you hit with a melee attack using the staff, you can expend 1
Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | Effect
10 ft. away or closer | 8 x the number of charges in the staff
11 to 20 ft. away | 6 x the number of charges in the staff
21 to 30 ft. away | 4 x the number of charges in the staff
Found On: Magic Item Table H Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 202</text> Source: Dungeon Master's Guide p. 202</text>
<roll>2d8+4</roll> <roll>2d8+4</roll>

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@@ -827,7 +827,7 @@ Source: Eberron: Rising from the Last War p. 305</description>
<name>Homunculus Servant</name> <name>Homunculus Servant</name>
<size>T</size> <size>T</size>
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Any alignment</alignment>
<ac>13 (natural armor)</ac> <ac>13 (natural armor)</ac>
<hp>1</hp> <hp>1</hp>
<speed>walk 20 ft., fly 30 ft.</speed> <speed>walk 20 ft., fly 30 ft.</speed>
@@ -837,9 +837,9 @@ Source: Eberron: Rising from the Last War p. 305</description>
<int>10</int> <int>10</int>
<wis>10</wis> <wis>10</wis>
<cha>7</cha> <cha>7</cha>
<save>Dex +4</save> <save></save>
<skill>Perception +4, Stealth +4</skill> <skill>Perception +0, Stealth +2</skill>
<passive>14</passive> <passive>10</passive>
<languages>understands the languages you speak</languages> <languages>understands the languages you speak</languages>
<cr></cr> <cr></cr>
<resist></resist> <resist></resist>
@@ -849,7 +849,7 @@ Source: Eberron: Rising from the Last War p. 305</description>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<trait> <trait>
<name>Hit Points</name> <name>Hit Points</name>
<text>equal the homunculus's Constitution modifier + your Intelligence modifier + your level in this class</text> <text>1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)</text>
</trait> </trait>
<trait> <trait>
<name>Evasion</name> <name>Evasion</name>
@@ -861,7 +861,7 @@ Source: Eberron: Rising from the Last War p. 305</description>
</trait> </trait>
<action> <action>
<name>Force Strike</name> <name>Force Strike</name>
<text>Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d4 + 2 force damage.</text> <text>Ranged Weapon Attack: {@hitYourSpellAttack} to hit, range 30 ft., one target you can see. 1d4 + PB force damage.</text>
</action> </action>
<reaction> <reaction>
<name>Channel Magic</name> <name>Channel Magic</name>
@@ -1333,7 +1333,7 @@ Source: Eberron: Rising from the Last War p. 298</description>
<speed>walk 25 ft., fly 25 ft.</speed> <speed>walk 25 ft., fly 25 ft.</speed>
<str>10</str> <str>10</str>
<dex>15</dex> <dex>15</dex>
<con>14</con> <con>20</con>
<int>3</int> <int>3</int>
<wis>11</wis> <wis>11</wis>
<cha>6</cha> <cha>6</cha>
@@ -1721,39 +1721,6 @@ Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh
Source: Eberron: Rising from the Last War p. 303</description> Source: Eberron: Rising from the Last War p. 303</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster>
<name>Sergeant</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any alignment</alignment>
<ac>16 (chain shirt, shield)</ac>
<hp>11 (2d8+2)</hp>
<speed>walk 30 ft.</speed>
<str>13</str>
<dex>12</dex>
<con>12</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Perception +2</skill>
<passive>12</passive>
<languages>any one language (usually Common)</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Spear</name>
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
<attack>Spear|+3|1d6+1</attack>
</action>
<description>
Source: Waterdeep: Dragon Heist p. 197</description>
<environment></environment>
</monster>
<monster> <monster>
<name>Shifter</name> <name>Shifter</name>
<size>M</size> <size>M</size>
@@ -1800,7 +1767,7 @@ Source: Eberron: Rising from the Last War p. 319</description>
<name>Steel Defender</name> <name>Steel Defender</name>
<size>M</size> <size>M</size>
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Any alignment</alignment>
<ac>15 (natural armor)</ac> <ac>15 (natural armor)</ac>
<hp>2</hp> <hp>2</hp>
<speed>walk 40 ft.</speed> <speed>walk 40 ft.</speed>
@@ -1810,9 +1777,9 @@ Source: Eberron: Rising from the Last War p. 319</description>
<int>4</int> <int>4</int>
<wis>10</wis> <wis>10</wis>
<cha>6</cha> <cha>6</cha>
<save>Dex +3, Con +4</save> <save></save>
<skill>Athletics +4, Perception +4</skill> <skill>Athletics +2, Perception +0</skill>
<passive>14</passive> <passive>10</passive>
<languages>understands the languages you speak</languages> <languages>understands the languages you speak</languages>
<cr></cr> <cr></cr>
<resist></resist> <resist></resist>
@@ -1822,11 +1789,7 @@ Source: Eberron: Rising from the Last War p. 319</description>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<trait> <trait>
<name>Hit Points</name> <name>Hit Points</name>
<text>equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class</text> <text>2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [ d8s] equal to your artificer level)</text>
</trait>
<trait>
<name>Might of the Master</name>
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).</text>
</trait> </trait>
<trait> <trait>
<name>Vigilant</name> <name>Vigilant</name>
@@ -1834,11 +1797,11 @@ Source: Eberron: Rising from the Last War p. 319</description>
</trait> </trait>
<action> <action>
<name>Force-Empowered Rend</name> <name>Force-Empowered Rend</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. 1d8 + 2 force damage.</text> <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. 1d8 + PB force damage.</text>
</action> </action>
<action> <action>
<name>Repair (3/Day)</name> <name>Repair (3/Day)</name>
<text>The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.</text> <text>The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.</text>
</action> </action>
<reaction> <reaction>
<name>Deflect Attack</name> <name>Deflect Attack</name>
@@ -2143,7 +2106,7 @@ Source: Eberron: Rising from the Last War p. 300</description>
</action> </action>
<action> <action>
<name>Stinger</name> <name>Stinger</name>
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 8 (1d10 + 3) piercing damage plus 10 (3d10) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text> <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 8 (1d10 + 3) piercing damage plus 10 (3d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<attack>Stinger|+6|1d10+3</attack> <attack>Stinger|+6|1d10+3</attack>
</action> </action>
<action> <action>

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@@ -202,8 +202,7 @@ Source: Eberron: Rising from the Last War p. 278</text>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
<property></property> <property></property>
<text>This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can't be removed by anyone else. <text>This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
If you have multiple prosthetic limbs, they count as a single magic item with regard to the number of magic items you can attune to.
Source: Eberron: Rising from the Last War p. 278, Explorer's Guide to Wildemount</text> Source: Eberron: Rising from the Last War p. 278, Explorer's Guide to Wildemount</text>
</item> </item>
<item> <item>

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@@ -635,8 +635,8 @@ Once you shift, you can't do so again until you finish a short or long rest.
<name>Integrated Protection</name> <name>Integrated Protection</name>
<text>Your body has built-in defensive layers, which can be enhanced with armor: <text>Your body has built-in defensive layers, which can be enhanced with armor:
• You gain a +1 bonus to Armor Class. • You gain a +1 bonus to Armor Class.
• You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. • You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
• While you live, your armor can't be removed from your body against your will. • While you live, the armor incorporated into your body can't be removed against your will.
</text> </text>
</trait> </trait>
<trait> <trait>

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@@ -1030,7 +1030,7 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 246</description>
</trait> </trait>
<spells>druidcraft, guidance, pass without trace, resistance</spells> <spells>druidcraft, guidance, pass without trace, resistance</spells>
<description> <description>
Source: Icewind Dale: Rime of the Frostmaiden</description> Source: Icewind Dale: Rime of the Frostmaiden p. 282</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -1314,7 +1314,7 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 270</description>
</trait> </trait>
<spells>detect thoughts, levitate, dominate monster, plane shift</spells> <spells>detect thoughts, levitate, dominate monster, plane shift</spells>
<description> <description>
Source: Icewind Dale: Rime of the Frostmaiden</description> Source: Icewind Dale: Rime of the Frostmaiden p. 183</description>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@@ -1610,22 +1610,10 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 312</description>
<trait> <trait>
<name>Vampire Weaknesses</name> <name>Vampire Weaknesses</name>
<text>The vampire has the following flaws:</text> <text>The vampire has the following flaws:</text>
</trait> <text>Enraged by Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source.</text>
<trait> <text>Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it.</text>
<name>Enraged by Celestial</name> <text>Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.</text>
<text>If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source.</text> <text>Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
</trait>
<trait>
<name>Repulsed by Perfume</name>
<text>The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it.</text>
</trait>
<trait>
<name>Stake to the Heart</name>
<text>If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.</text>
</trait>
<trait>
<name>Sunlight Hypersensitivity</name>
<text>The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
</trait> </trait>
<action> <action>
<name>Multiattack (Vampire Form Only)</name> <name>Multiattack (Vampire Form Only)</name>
@@ -2730,22 +2718,10 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 295</description>
<trait> <trait>
<name>Vampire Weaknesses</name> <name>Vampire Weaknesses</name>
<text>The vampire has the following flaws:</text> <text>The vampire has the following flaws:</text>
</trait> <text>Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.</text>
<trait> <text>Harmed by Running Water. The vampire takes 20 acid damage when it starts its turn in running water.</text>
<name>Forbiddance</name> <text>Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
<text>The vampire can't enter a residence without an invitation from one of the occupants.</text> <text>Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
</trait>
<trait>
<name>Harmed by Running Water</name>
<text>The vampire takes 20 acid damage when it starts its turn in running water.</text>
</trait>
<trait>
<name>Stake to the Heart</name>
<text>The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
</trait>
<trait>
<name>Sunlight Hypersensitivity</name>
<text>The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
</trait> </trait>
<action> <action>
<name>Bite</name> <name>Bite</name>
@@ -3390,7 +3366,7 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 152</description>
<attack>Hooves|+5|2d4+3</attack> <attack>Hooves|+5|2d4+3</attack>
</action> </action>
<description> <description>
Source: Icewind Dale: Rime of the Frostmaiden</description> Source: Icewind Dale: Rime of the Frostmaiden p. 107</description>
<environment>grassland, forest, hill</environment> <environment>grassland, forest, hill</environment>
</monster> </monster>
<monster> <monster>
@@ -3478,8 +3454,9 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 308</description>
<trait> <trait>
<name>Innate Spellcasting</name> <name>Innate Spellcasting</name>
<text>Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.</text> <text>Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.</text>
<text>At will: misty step</text>
</trait> </trait>
<spells></spells> <spells>misty step</spells>
<description>Sephek Kaltro is a well-built man in his thirties. He has an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor or cold weather clothing and doesn't appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. <description>Sephek Kaltro is a well-built man in his thirties. He has an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor or cold weather clothing and doesn't appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake.
Source: Icewind Dale: Rime of the Frostmaiden p. 23</description> Source: Icewind Dale: Rime of the Frostmaiden p. 23</description>
<environment></environment> <environment></environment>

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@@ -0,0 +1,303 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Abracadabrus</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight>25</weight>
<property></property>
<text>An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side.
The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest's charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn't contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.
The chest regains 1d20 expended charges daily at dawn. If the item's last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Source: Icewind Dale: Rime of the Frostmaiden p. 314</text>
<roll>1d20</roll>
</item>
<item>
<name>Axe Beak</name>
<detail>Mount</detail>
<type>G</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>An axe beak's splayed toes allow it to run across snow, and it can carry as much weight as a mule. A domesticated axe beak can be purchased in Ten-Towns for 50 gp.
Source: Icewind Dale: Rime of the Frostmaiden p. 20</text>
</item>
<item>
<name>Cauldron of Plenty</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight>50</weight>
<property></property>
<text>This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.
Source: Icewind Dale: Rime of the Frostmaiden p. 314</text>
</item>
<item>
<name>Clothing, cold weather</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight>5</weight>
<value>10.0</value>
<property></property>
<text>This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.
As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold.
Source: Icewind Dale: Rime of the Frostmaiden p. 20</text>
</item>
<item>
<name>Crampons</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight>0.25</weight>
<value>2.0</value>
<property></property>
<text>A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can't fall prone while moving across slippery ice.
Source: Icewind Dale: Rime of the Frostmaiden p. 20</text>
</item>
<item>
<name>Dogsled</name>
<detail>Vehicle (land)</detail>
<type>G</type>
<weight>300</weight>
<value>20.0</value>
<property></property>
<text>An empty sled costs 20 gp, weighs 300 pounds, and has room at the back for one driver.
Source: Icewind Dale: Rime of the Frostmaiden p. 20</text>
</item>
<item>
<name>Hook of Fisher's Delight</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher's Delight table. Once the hook conjures a fish, it can't do so again until the next dawn.
Hook of Fisher's Delight
d20 | Fish Color | Result
1-10 | Green with copper bands | This tasty fish provides a day's worth of nourishment to one creature that eats it. The fish loses this property and rots if it's not eaten within 24 hours of being caught.
11-14 | Yellow with black stripes | Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears.
15-18 | Blue with white bands | When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet.
19-20 | Gold with silver stripes | This tasty fish provides a day's worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it's not eaten within 24 hours of being caught.
Source: Icewind Dale: Rime of the Frostmaiden p. 314</text>
<roll>2d4</roll>
<roll>2d10</roll>
</item>
<item>
<name>Icewind Dale Trinket</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>Icewind Dale Trinkets
d100 | Trinket
0104 | A small wooden figurine of a yawning walrus, painted in red and black
0508 | A pair of scrimshaw cufflinks with an image of a fisherman on a boat engraved on them
0912 | A small iron key with a frayed blue and gold cord tied to it
1316 | A small illustrated book of Northlander myths that has pages missing
1720 | A damaged scrimshaw cameo depicting a merfolk
2124 | A stone from a burial cairn with a tiny Dwarvish rune carved into it
2528 | A ripped cloth sail with a symbol you don't recognize
2932 | An Ulu knife with a scrimshaw handle
3336 | A jar containing an unidentifiable, sweet, sticky substance
3740 | A delicate glass ball painted with snowflakes, capped by a metal loop with a tiny hook attached to it
4144 | An expedition log with missing pages and a pressed flower used as a bookmark
4548 | An owl figurine carved from whalebone
4952 | A sewing box that smells of old wood and has three spools of blue thread inside
5356 | A scrimshaw-handled ink pen with black runic designs along its length
5760 | A brooch made from a small insect encased in amber
6164 | A scrimshaw pepper shaker etched with the letter W
6568 | An old, wooden-handled ice pick stained with blood that won't wash off
6972 | A fabric doll bearing an angry expression
7376 | A set of wind chimes made from seashells
7780 | A beautiful silver tin that, when opened, emits the smell of rotting fish
8184 | A bloodstained dreamcatcher made from fishing line, gold wire, and snowy owlbear feathers
8588 | A figurine of a polar bear made of ice that never melts
8992 | A snow globe that doesn't need to be shaken
9396 | A piece of sea glass shaped like a unicorn's horn
9700 | A dark blue scarf that gets lighter in shade the higher the altitude of the wearer
Source: Icewind Dale: Rime of the Frostmaiden p. 263</text>
</item>
<item>
<name>Lantern of Tracking</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.
Lantern of Tracking
1d10 | Creature Type
1 | Aberrations
2 | Celestials
3 | Constructs
4 | Dragons
5 | Elementals
6 | Fey
7 | Fiends
8 | Giants
9 | Monstrosities
10 | Undead
Source: Icewind Dale: Rime of the Frostmaiden p. 314</text>
<roll>1d10</roll>
</item>
<item>
<name>Orc Stone</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires attunement, and only I can attune to it.
As an action, I can use the stone to summon the spirit of an orc warrior, which appears within 30 feet of me. The spirit uses the orc war chief stat block in the Monster Manual and disappears after 10 minutes or when reduced to 0 hit points. The spirit understands any language I speak and obeys my commands.
After the stone is used three times, it turns to dust. (See Appendix B of Icewind Dale: Rime of the Frostmaiden)
Source: Icewind Dale: Rime of the Frostmaiden p. 264</text>
</item>
<item>
<name>Professor Skant</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
 The history of Netheril (see the "Fate of Netheril" sidebar)
 Vampirism and the traits of vampires
 Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
 The tarrasque (see the Monster Manual)
Source: Icewind Dale: Rime of the Frostmaiden p. 315</text>
</item>
<item>
<name>Psi Crystal</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light's intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi Crystal Properties
Intelligence Score | Range of Telepathy | Light Intensity
3-7 | 15 feet | Dim light out to a range of 5 feet
8-11 | 30 feet | Bright light in a 5-foot radius and dim light for an additional 5 feet
12-15 | 60 feet | Bright light in a 10-foot radius and dim light for an additional 10 feet
16 or higher | 120 feet | Bright light in a 15-foot radius and dim light for an additional 15 feet
Source: Icewind Dale: Rime of the Frostmaiden p. 315</text>
</item>
<item>
<name>Scroll of Tarrasque Summoning</name>
<detail></detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll causes the tarrasque (see the creature's entry in the Monster Manual) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.
Source: Icewind Dale: Rime of the Frostmaiden p. 315</text>
</item>
<item>
<name>Scroll of the Comet</name>
<detail></detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.
The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren't being worn or held.
Source: Icewind Dale: Rime of the Frostmaiden p. 315</text>
<roll>30d10</roll>
</item>
<item>
<name>Shield Guardian Amulet</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created.
A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A humanoid that attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet's attuned wearer can try to reactivate the shield guardian, doing so with a successful DC 20 Intelligence (Arcana) check. Reactivation can only be attempted while the amulet and guardian are within 10 feet of each other.
Source: Icewind Dale: Rime of the Frostmaiden p. 149</text>
</item>
<item>
<name>Sled Dog</name>
<detail>Mount</detail>
<type>G</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>A sled dog (use the wolf stat block in appendix A of the Monster Manual) costs 50 gp and can pull 360 pounds.
Sled dogs must take a short rest after pulling a sled for 1 hour; otherwise, they gain one level of exhaustion.
Source: Icewind Dale: Rime of the Frostmaiden p. 20</text>
</item>
<item>
<name>Snowshoes</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight>4</weight>
<value>2.0</value>
<property></property>
<text>Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.
Source: Icewind Dale: Rime of the Frostmaiden p. 20</text>
</item>
<item>
<name>The Codicil of White</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.
A creature with the codicil in its possession has resistance to cold damage.
The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn (frost fingers, and a poem called "Rime of the Frostmaiden" (see appendix E)). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion
Source: Icewind Dale: Rime of the Frostmaiden p. 317</text>
</item>
<item>
<name>The Incantations of Iriolarthas</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight>3</weight>
<property></property>
<text>The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich.
The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells:
• 1st level: alarm, detect magic, identify, magic missile, shield, Tasha's hideous laughter, thunderwave
• 2nd level: arcane lock, continual flame, invisibility, knock, levitate, Melf's acid arrow, mirror image
• 3rd level: animate dead, bestow curse, clairvoyance, counterspell, dispel magic, fireball, glyph of warding
• 4th level: arcane eye, banishment, blight, dimension door, Evard's black tentacles, phantasmal killer
• 5th level: Bigby's hand, cloudkill, dominate person, planar binding, scrying, telekinesis
• 6th level: create undead, disintegrate, globe of invulnerability, move earth, Otto's irresistible dance
• 7th level: create magen, finger of death, prismatic spray, teleport
• 8th level: demiplane, dominate monster, mind blank, power word stun
• 9th level: blade of disaster, power word kill
Source: Icewind Dale: Rime of the Frostmaiden p. 317</text>
</item>
<item>
<name>Thermal Cube</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).
Source: Icewind Dale: Rime of the Frostmaiden p. 316</text>
</item>
<item>
<name>Ythryn Mythallar</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master's Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar's properties are as follows:
 While you're on the same plane of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion.
 As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can't be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own.
 You can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell's casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails.
Touching the Mythallar: Any creature that touches the globe of the mythallar must make a DC 22 Constitution saving throw, taking 180 (20d10 + 70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythallar's cradle, is disintegrated instantly (no save).
Source: Icewind Dale: Rime of the Frostmaiden p. 316</text>
<roll>20d10+70</roll>
</item>
</compendium>

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@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<monster> <monster>
<name>Brain in a Jar</name> <name>Brain in a Jar (Noncore)</name>
<size>M</size> <size>M</size>
<type>undead</type> <type>undead</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>
@@ -26,20 +26,20 @@
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<trait> <trait>
<name>Detect Sentience</name> <name>Detect Sentience</name>
<text>The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text> <text>The Brain in a Jar (Noncore) can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text>
</trait> </trait>
<trait> <trait>
<name>Magic Resistance</name> <name>Magic Resistance</name>
<text>The brain in a jar has advantage on saving throws against spells and other magical effects.</text> <text>The Brain in a Jar (Noncore) has advantage on saving throws against spells and other magical effects.</text>
</trait> </trait>
<action> <action>
<name>Mind Blast (Recharge 5-6)</name> <name>Mind Blast (Recharge 5-6)</name>
<text>The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text> <text>The Brain in a Jar (Noncore) magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<attack>Mind Blast (Recharge 5-6)||2d8+4</attack> <attack>Mind Blast (Recharge 5-6)||2d8+4</attack>
</action> </action>
<trait> <trait>
<name>Innate Spellcasting (Psionics)</name> <name>Innate Spellcasting (Psionics)</name>
<text>The brain in a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text> <text>The Brain in a Jar (Noncore)'s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
<text>At will: detect thoughts, mage hand, zone of truth</text> <text>At will: detect thoughts, mage hand, zone of truth</text>
<text>3/day each: charm person, command, hold person</text> <text>3/day each: charm person, command, hold person</text>
<text>1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter</text> <text>1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter</text>

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@@ -1499,7 +1499,7 @@ Living Elements. On its home plane, an elemental is a bodiless life force. Its d
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep. Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 124, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Eberron: Rising from the Last War, Infernal Machine Rebuild, Mythic Odysseys of Theros</description> Source: Monster Manual p. 124, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Eberron: Rising from the Last War, Infernal Machine Rebuild, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>mountain, desert</environment> <environment>mountain, desert</environment>
</monster> </monster>
<monster> <monster>
@@ -1755,7 +1755,7 @@ Young | Large | 6100 years
Adult | Huge | 101800 years Adult | Huge | 101800 years
Ancient | Gargantuan | 801 years or more Ancient | Gargantuan | 801 years or more
Source: Monster Manual p. 90, Mythic Odysseys of Theros</description> Source: Monster Manual p. 90, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>desert, coastal</environment> <environment>desert, coastal</environment>
</monster> </monster>
<monster> <monster>
@@ -2416,7 +2416,7 @@ Young | Large | 6100 years
Adult | Huge | 101800 years Adult | Huge | 101800 years
Ancient | Gargantuan | 801 years or more Ancient | Gargantuan | 801 years or more
Source: Monster Manual p. 97, Storm King's Thunder, Mythic Odysseys of Theros</description> Source: Monster Manual p. 97, Storm King's Thunder, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>mountain, hill</environment> <environment>mountain, hill</environment>
</monster> </monster>
<monster> <monster>
@@ -2782,7 +2782,7 @@ Source: Monster Manual p. 281, Explorer's Guide to Wildemount, Mythic Odysseys o
Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Animated Armor. This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor. Animated Armor. This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor.
To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation. To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation.
Source: Monster Manual p. 19, Curse of Strahd, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 19, Curse of Strahd, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -2982,7 +2982,7 @@ When a yugoloth is permanently destroyed, its name vanishes from every Book of K
The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.
The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.
Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.
Source: Monster Manual p. 313, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 313, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -3098,7 +3098,7 @@ Source: Monster Manual p. 342, Curse of Strahd, Storm King's Thunder, Waterdeep:
<attack>Light Crossbow||7d6</attack> <attack>Light Crossbow||7d6</attack>
</action> </action>
<description>Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. <description>Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Source: Monster Manual p. 343, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 343, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -3464,7 +3464,7 @@ Some demons can have an action option that allows them to summon other demons. S
• A yochlol has a 50 percent chance of summoning one yochlol. • A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------ ------
Source: Monster Manual p. 55, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 55, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -3605,7 +3605,7 @@ Divine Wrath. Banshees are the undead remnants of elves who, blessed with great
Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beauty Hoarders. The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelery, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage. Beauty Hoarders. The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelery, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.
Undead Nature. A banshee doesn't require air, food, drink, or sleep. Undead Nature. A banshee doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 23, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 23, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>forest, coastal</environment> <environment>forest, coastal</environment>
</monster> </monster>
<monster> <monster>
@@ -3719,7 +3719,7 @@ However it is summoned, a devil brought to the Material Plane typically resents
------ ------
Summon Devil (1/Day) Summon Devil (1/Day)
The devil chooses what to summon and attempts a magical summoning. The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 70, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 70, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -4188,7 +4188,7 @@ Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a
Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder's lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor. Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder's lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor.
As alien as their creator, the rooms in a beholder's lair reflect the creature's arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures. As alien as their creator, the rooms in a beholder's lair reflect the creature's arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures.
A Beholder's Lair. A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). A Beholder's Lair. A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Source: Monster Manual p. 28, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 28, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@@ -4477,7 +4477,7 @@ Source: Monster Manual p. 241, Curse of Strahd, Princes of the Apocalypse, Storm
<text>The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.</text> <text>The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.</text>
</action> </action>
<description>A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight. <description>A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight.
Source: Monster Manual p. 318, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Mythic Odysseys of Theros</description> Source: Monster Manual p. 318, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>forest</environment> <environment>forest</environment>
</monster> </monster>
<monster> <monster>
@@ -5077,7 +5077,7 @@ Source: Monster Manual p. 319, Princes of the Apocalypse, Storm King's Thunder,
Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force. Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.
Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible. Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible.
Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life. Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.
Source: Monster Manual p. 33, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 33, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark, grassland, forest</environment> <environment>underdark, grassland, forest</environment>
</monster> </monster>
<monster> <monster>
@@ -5435,7 +5435,7 @@ Source: Monster Manual p. 37, Tales from the Yawning Portal, Tomb of Annihilatio
<text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage.</text> <text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage.</text>
</action> </action>
<description> <description>
Source: Monster Manual p. 320, Curse of Strahd, Hoard of the Dragon Queen, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 320, Curse of Strahd, Hoard of the Dragon Queen, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>grassland, forest, urban, desert</environment> <environment>grassland, forest, urban, desert</environment>
</monster> </monster>
<monster> <monster>
@@ -6154,7 +6154,7 @@ Source: Monster Manual p. 42, Tales from the Yawning Portal, Baldur's Gate: Desc
<attack>Club|+2|1d4</attack> <attack>Club|+2|1d4</attack>
</action> </action>
<description>Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. <description>Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
Source: Monster Manual p. 345, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 345, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>arctic, desert, coastal, grassland, hill, urban, forest</environment> <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
</monster> </monster>
<monster> <monster>
@@ -6472,7 +6472,7 @@ Source: Monster Manual p. 320, Hoard of the Dragon Queen, Princes of the Apocaly
<slots>4, 3</slots> <slots>4, 3</slots>
<spells>light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon</spells> <spells>light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon</spells>
<description>Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else <description>Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else
Source: Monster Manual p. 345, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 345, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -6642,7 +6642,7 @@ Their miraculous powers, the grandeur of their abodes, and the numbers of their
Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
Source: Monster Manual p. 143, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus</description> Source: Monster Manual p. 143, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@@ -6803,7 +6803,7 @@ Lord Soth.
------ ------
Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
------ ------
Source: Monster Manual p. 47, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 47, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -6886,7 +6886,7 @@ The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigant
The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them.
Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.
Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.
Source: Monster Manual p. 278, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 278, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -7408,7 +7408,7 @@ Their miraculous powers, the grandeur of their abodes, and the numbers of their
Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
Source: Monster Manual p. 144, Princes of the Apocalypse, Ghosts of Saltmarsh</description> Source: Monster Manual p. 144, Princes of the Apocalypse, Ghosts of Saltmarsh, Tasha's Cauldron of Everything</description>
<environment>coastal</environment> <environment>coastal</environment>
</monster> </monster>
<monster> <monster>
@@ -8444,7 +8444,7 @@ Living Elements. On its home plane, an elemental is a bodiless life force. Its d
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep. Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 124, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Mythic Odysseys of Theros</description> Source: Monster Manual p. 124, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@@ -8520,7 +8520,7 @@ Their miraculous powers, the grandeur of their abodes, and the numbers of their
Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
Source: Monster Manual p. 145, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 145, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>desert</environment> <environment>desert</environment>
</monster> </monster>
<monster> <monster>
@@ -9535,7 +9535,7 @@ Living Elements. On its home plane, an elemental is a bodiless life force. Its d
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep. Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 125, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description> Source: Monster Manual p. 125, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>desert</environment> <environment>desert</environment>
</monster> </monster>
<monster> <monster>
@@ -9714,7 +9714,7 @@ Eternally Bound. Intelligent and vigilant, a flameskull serves its creator by pr
Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to loose them as fiery rays from its eye sockets. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to loose them as fiery rays from its eye sockets.
Eldritch Rejuvenation. A flameskull's shattered fragments reform unless they are splashed with holy water or subjected to a dispel magic or remove curse spell. If it can no longer fulfill its intended purpose, the re-formed flameskull is beholden to no one and becomes autonomous. Eldritch Rejuvenation. A flameskull's shattered fragments reform unless they are splashed with holy water or subjected to a dispel magic or remove curse spell. If it can no longer fulfill its intended purpose, the re-formed flameskull is beholden to no one and becomes autonomous.
Undead Nature. A flameskull doesn't require air, food, drink, or sleep Undead Nature. A flameskull doesn't require air, food, drink, or sleep
Source: Monster Manual p. 134, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 134, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@@ -9921,7 +9921,7 @@ Source: Monster Manual p. 322, Storm King's Thunder, Tomb of Annihilation, Water
<description>Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons. <description>Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Flying Sword. A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form. Flying Sword. A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.
Source: Monster Manual p. 20, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 20, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -10116,7 +10116,7 @@ Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Ear
Stone Guardian. A galeb duhr doesn't age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard's tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. Stone Guardian. A galeb duhr doesn't age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard's tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time.
A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn't return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn't regard as threats. A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn't return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn't regard as threats.
Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace. Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace.
Source: Monster Manual p. 139, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage</description> Source: Monster Manual p. 139, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Tasha's Cauldron of Everything</description>
<environment>mountain, hill</environment> <environment>mountain, hill</environment>
</monster> </monster>
<monster> <monster>
@@ -10383,7 +10383,7 @@ Unfinished Business. A ghost yearns to complete some unresolved task from its li
The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance. The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.
Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur. Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.
Undead Nature. A ghost doesn't require air, food, drink, or sleep. Undead Nature. A ghost doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 147, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 147, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark, urban</environment> <environment>underdark, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -10424,7 +10424,7 @@ Source: Monster Manual p. 147, Curse of Strahd, Princes of the Apocalypse, Rise
Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding. Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.
Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands. Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
Source: Monster Manual p. 148, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 148, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark, swamp, urban</environment> <environment>underdark, swamp, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -10553,7 +10553,7 @@ Source: Monster Manual p. 323, Waterdeep: Dungeon of the Mad Mage</description>
<attack>Bite|+4|1d6+2</attack> <attack>Bite|+4|1d6+2</attack>
</action> </action>
<description> <description>
Source: Monster Manual p. 323, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Mythic Odysseys of Theros</description> Source: Monster Manual p. 323, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>underdark, forest</environment> <environment>underdark, forest</environment>
</monster> </monster>
<monster> <monster>
@@ -10628,7 +10628,7 @@ Source: Monster Manual p. 323, Storm King's Thunder, Tomb of Annihilation, Ghost
<attack>Bite||3d6</attack> <attack>Bite||3d6</attack>
</action> </action>
<description> <description>
Source: Monster Manual p. 323, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description> Source: Monster Manual p. 323, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
<environment>underdark, urban</environment> <environment>underdark, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -11088,7 +11088,7 @@ Source: Monster Manual p. 326, Hoard of the Dragon Queen, Tales from the Yawning
<text>A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.</text> <text>A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.</text>
</action> </action>
<description> <description>
Source: Monster Manual p. 326, Princes of the Apocalypse, Rise of Tiamat, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description> Source: Monster Manual p. 326, Princes of the Apocalypse, Rise of Tiamat, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>underwater</environment> <environment>underwater</environment>
</monster> </monster>
<monster> <monster>
@@ -11163,7 +11163,7 @@ Source: Monster Manual p. 327, Storm King's Thunder, Eberron: Rising from the La
<attack>Bite||3d6</attack> <attack>Bite||3d6</attack>
</action> </action>
<description> <description>
Source: Monster Manual p. 327, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Mythic Odysseys of Theros</description> Source: Monster Manual p. 327, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>underdark, grassland, forest, swamp, urban, desert</environment> <environment>underdark, grassland, forest, swamp, urban, desert</environment>
</monster> </monster>
<monster> <monster>
@@ -11384,7 +11384,7 @@ Source: Monster Manual p. 328, Storm King's Thunder, Tomb of Annihilation, Ghost
<text>Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</text> <text>Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</text>
</action> </action>
<description>To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. <description>To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.
Source: Monster Manual p. 328, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description> Source: Monster Manual p. 328, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>underdark, forest, swamp, urban, desert</environment> <environment>underdark, forest, swamp, urban, desert</environment>
</monster> </monster>
<monster> <monster>
@@ -11430,7 +11430,7 @@ Source: Monster Manual p. 328, Curse of Strahd, Hoard of the Dragon Queen, Lost
<text>If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</text> <text>If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</text>
</action> </action>
<description> <description>
Source: Monster Manual p. 329, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 329, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>underdark, forest, swamp, desert, coastal</environment> <environment>underdark, forest, swamp, desert, coastal</environment>
</monster> </monster>
<monster> <monster>
@@ -11597,7 +11597,7 @@ Source: Monster Manual p. 329, Tales from the Yawning Portal, Ghosts of Saltmars
<attack>Bite||2d6</attack> <attack>Bite||2d6</attack>
</action> </action>
<description>Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. <description>Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.
Source: Monster Manual p. 330, Curse of Strahd, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh</description> Source: Monster Manual p. 330, Curse of Strahd, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Tasha's Cauldron of Everything</description>
<environment>grassland, forest, hill, desert, coastal</environment> <environment>grassland, forest, hill, desert, coastal</environment>
</monster> </monster>
<monster> <monster>
@@ -11650,7 +11650,7 @@ Amoeboid Form. The gibbering mouther's body is an amorphous mass of mouths and e
Mouths of Madness. When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand paralyzed, fixated on the horrific creature as it oozes forward to consume them. Mouths of Madness. When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand paralyzed, fixated on the horrific creature as it oozes forward to consume them.
All-Consuming. Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee. All-Consuming. Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee.
A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal. A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal.
Source: Monster Manual p. 157, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 157, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@@ -12322,7 +12322,7 @@ Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate
Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.
Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.
Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.
Source: Monster Manual p. 166, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 166, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark, grassland, forest, hill</environment> <environment>underdark, grassland, forest, hill</environment>
</monster> </monster>
<monster> <monster>
@@ -12377,7 +12377,7 @@ Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate
Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.
Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.
Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.
Source: Monster Manual p. 166, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 166, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark, grassland, forest, hill</environment> <environment>underdark, grassland, forest, hill</environment>
</monster> </monster>
<monster> <monster>
@@ -12919,7 +12919,7 @@ Shared Spellcasting. While all three members of a hag coven are within 30 feet o
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Source: Monster Manual p. 177, Tomb of Annihilation, Ghosts of Saltmarsh, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description> Source: Monster Manual p. 177, Tomb of Annihilation, Ghosts of Saltmarsh, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>forest, swamp, hill</environment> <environment>forest, swamp, hill</environment>
</monster> </monster>
<monster> <monster>
@@ -14637,7 +14637,7 @@ However it is summoned, a devil brought to the Material Plane typically resents
------ ------
Summon Devil (1/Day) Summon Devil (1/Day)
The devil chooses what to summon and attempts a magical summoning. The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 75, Baldur's Gate: Descent Into Avernus</description> Source: Monster Manual p. 75, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -14803,7 +14803,7 @@ However it is summoned, a devil brought to the Material Plane typically resents
------ ------
Summon Devil (1/Day) Summon Devil (1/Day)
The devil chooses what to summon and attempts a magical summoning. The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 76, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 76, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -14865,7 +14865,7 @@ A mortal bequeaths its soul to the fiend not by formal pledge or contract. Inste
The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul. The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.
Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes. Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.
Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent. Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.
Source: Monster Manual p. 285, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 285, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>urban</environment> <environment>urban</environment>
</monster> </monster>
<monster> <monster>
@@ -16012,7 +16012,7 @@ Magic Collectors. Liches collect spells and magic items. In addition to its spel
Undead Nature. A lich doesn't require air, food, drink, or sleep. Undead Nature. A lich doesn't require air, food, drink, or sleep.
A Lich's Lair. A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work. A Lich's Lair. A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work.
A lich encountered in its lair has a challenge rating of 22 (41,000 XP). A lich encountered in its lair has a challenge rating of 22 (41,000 XP).
Source: Monster Manual p. 202, Curse of Strahd, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 202, Curse of Strahd, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -16163,7 +16163,7 @@ Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and
Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk. Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects. Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
Source: Monster Manual p. 205, Princes of the Apocalypse, Ghosts of Saltmarsh</description> Source: Monster Manual p. 205, Princes of the Apocalypse, Ghosts of Saltmarsh, Tasha's Cauldron of Everything</description>
<environment>forest, swamp</environment> <environment>forest, swamp</environment>
</monster> </monster>
<monster> <monster>
@@ -16294,7 +16294,7 @@ Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and
Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk. Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects. Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
Source: Monster Manual p. 204, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 204, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>forest, swamp</environment> <environment>forest, swamp</environment>
</monster> </monster>
<monster> <monster>
@@ -16413,7 +16413,7 @@ Source: Monster Manual p. 205, Princes of the Apocalypse, Tomb of Annihilation,
<slots>4, 3, 3, 3, 1</slots> <slots>4, 3, 3, 3, 1</slots>
<spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells> <spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
<description>Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. <description>Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Source: Monster Manual p. 347, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 347, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -16793,7 +16793,7 @@ Their miraculous powers, the grandeur of their abodes, and the numbers of their
Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
Source: Monster Manual p. 146, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 146, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>underwater, coastal</environment> <environment>underwater, coastal</environment>
</monster> </monster>
<monster> <monster>
@@ -16928,7 +16928,7 @@ Some demons can have an action option that allows them to summon other demons. S
• A yochlol has a 50 percent chance of summoning one yochlol. • A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------ ------
Source: Monster Manual p. 61, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 61, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -17316,7 +17316,7 @@ Qualith.
------ ------
On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
------ ------
Source: Monster Manual p. 222, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 222, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@@ -17697,7 +17697,7 @@ Ending a Mummy's Curse. Rare magic can undo or dispel the ritual that gave rise
More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath. More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath.
Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation. Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation.
Undead Nature. A mummy doesn't require air, food, drink, or sleep. Undead Nature. A mummy doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 228, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 228, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>desert</environment> <environment>desert</environment>
</monster> </monster>
<monster> <monster>
@@ -17815,7 +17815,7 @@ Creature of Ritual. A mummy obeys the conditions and parameters laid down by th
Ending a Mummy's Curse. Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed. Ending a Mummy's Curse. Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed.
Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation. Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation.
Undead Nature. A mummy doesn't require air, food, drink, or sleep. Undead Nature. A mummy doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 229, Rise of Tiamat, Storm King's Thunder</description> Source: Monster Manual p. 229, Rise of Tiamat, Storm King's Thunder, Tasha's Cauldron of Everything</description>
<environment>desert</environment> <environment>desert</environment>
</monster> </monster>
<monster> <monster>
@@ -18278,7 +18278,7 @@ Shared Spellcasting. While all three members of a hag coven are within 30 feet o
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Source: Monster Manual p. 178, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 178, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -18493,7 +18493,7 @@ When a yugoloth is permanently destroyed, its name vanishes from every Book of K
The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.
The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.
Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.
Source: Monster Manual p. 314, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus</description> Source: Monster Manual p. 314, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -18748,7 +18748,7 @@ Source: Monster Manual p. 316, Tales from the Yawning Portal, Tomb of Annihilati
<description>In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black. <description>In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black.
Night Haunters. By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them. Night Haunters. By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them.
Magical Ogres. Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items. Magical Ogres. Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items.
Source: Monster Manual p. 239, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 239, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>forest, urban</environment> <environment>forest, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -19558,7 +19558,7 @@ However it is summoned, a devil brought to the Material Plane typically resents
------ ------
Summon Devil (1/Day) Summon Devil (1/Day)
The devil chooses what to summon and attempts a magical summoning. The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 77, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 77, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -19926,7 +19926,7 @@ Source: Monster Manual p. 335, Storm King's Thunder</description>
<slots>4, 3, 2</slots> <slots>4, 3, 2</slots>
<spells>light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians</spells> <spells>light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians</spells>
<description>Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. <description>Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
Source: Monster Manual p. 348, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 348, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -20414,7 +20414,7 @@ Some demons can have an action option that allows them to summon other demons. S
• A yochlol has a 50 percent chance of summoning one yochlol. • A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------ ------
Source: Monster Manual p. 63, Curse of Strahd, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 63, Curse of Strahd, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -20508,7 +20508,7 @@ Evil Spirits in Mortal Flesh. Rakshasas originated long ago in the Nine Hells,
Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years. Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years.
When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants.
Like devils, rakshasas killed in the Nine Hells are forever destroyed. Like devils, rakshasas killed in the Nine Hells are forever destroyed.
Source: Monster Manual p. 257, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War</description> Source: Monster Manual p. 257, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Tasha's Cauldron of Everything</description>
<environment>urban</environment> <environment>urban</environment>
</monster> </monster>
<monster> <monster>
@@ -21800,7 +21800,7 @@ Source: Monster Manual p. 337</description>
Dark Disposition. From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. Dark Disposition. From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its "parent" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its "parent" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed.
Undead Nature. A shadow doesn't require air, food, drink, or sleep Undead Nature. A shadow doesn't require air, food, drink, or sleep
Source: Monster Manual p. 269, Curse of Strahd, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 269, Curse of Strahd, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark, urban</environment> <environment>underdark, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -22158,7 +22158,7 @@ Although they lack the intellect they possessed in life, skeletons aren't mindle
Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.
When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.
Undead Nature. A skeleton doesn't require air, food, drink, or sleep. Undead Nature. A skeleton doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 272, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild</description> Source: Monster Manual p. 272, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Tasha's Cauldron of Everything</description>
<environment>urban</environment> <environment>urban</environment>
</monster> </monster>
<monster> <monster>
@@ -22446,7 +22446,7 @@ Undying Hatred. Living creatures remind the specter that life is beyond its gras
Dwellers in Darkness. Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. Dwellers in Darkness. Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return.
At the first light of dawn, they retreat back into the darkness, where they remain until night falls again. At the first light of dawn, they retreat back into the darkness, where they remain until night falls again.
Undead Nature. A specter doesn't require air, food, drink, or sleep. Undead Nature. A specter doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 279, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 279, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark, urban</environment> <environment>underdark, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -23118,7 +23118,7 @@ A mortal bequeaths its soul to the fiend not by formal pledge or contract. Inste
The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul. The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.
Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes. Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.
Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent. Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.
Source: Monster Manual p. 285, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 285, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>urban</environment> <environment>urban</environment>
</monster> </monster>
<monster> <monster>
@@ -23420,7 +23420,7 @@ Source: Monster Manual p. 338, Princes of the Apocalypse, Tomb of Annihilation,
------ ------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------ ------
Source: Monster Manual p. 339, Curse of Strahd, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description> Source: Monster Manual p. 339, Curse of Strahd, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
<environment>swamp, urban</environment> <environment>swamp, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -23460,7 +23460,7 @@ Source: Monster Manual p. 339, Curse of Strahd, Hoard of the Dragon Queen, Tales
------ ------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------ ------
Source: Monster Manual p. 339, Curse of Strahd, Rise of Tiamat, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 339, Curse of Strahd, Rise of Tiamat, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>forest, swamp, hill, urban</environment> <environment>forest, swamp, hill, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -23647,7 +23647,7 @@ Source: Monster Manual p. 338, Curse of Strahd, Waterdeep: Dungeon of the Mad Ma
A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns. A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns.
Legendary Destruction. The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath. Legendary Destruction. The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath.
Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path. Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path.
Source: Monster Manual p. 286, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 286, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>urban</environment> <environment>urban</environment>
</monster> </monster>
<monster> <monster>
@@ -23761,7 +23761,7 @@ Source: Monster Manual p. 288</description>
<attack>Heavy Crossbow|+2|1d10</attack> <attack>Heavy Crossbow|+2|1d10</attack>
</action> </action>
<description>Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. <description>Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
Source: Monster Manual p. 350, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 350, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -23865,7 +23865,7 @@ The Sleeping Tree Awakens. A tree destined to become a treant meditates through
Legendary Guardians. After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances. Legendary Guardians. After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances.
Protectors of the Wild. Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby. Protectors of the Wild. Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby.
Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath. Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath.
Source: Monster Manual p. 289, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 289, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>forest</environment> <environment>forest</environment>
</monster> </monster>
<monster> <monster>
@@ -24457,7 +24457,7 @@ Wizards can work powdered unicorn horn into potent potions and scroll ink, or us
Blessed Mounts. When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells. Blessed Mounts. When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.
As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return. As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return.
A Unicorn's Lair. A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location. A Unicorn's Lair. A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.
Source: Monster Manual p. 294, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros</description> Source: Monster Manual p. 294, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>forest</environment> <environment>forest</environment>
</monster> </monster>
<monster> <monster>
@@ -24582,7 +24582,7 @@ In his brother, Strahd saw everything he had lost. Sergei was handsome and young
In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.
------ ------
Source: Monster Manual p. 297, Curse of Strahd, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 297, Curse of Strahd, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>urban</environment> <environment>urban</environment>
</monster> </monster>
<monster> <monster>
@@ -24657,7 +24657,7 @@ In his brother, Strahd saw everything he had lost. Sergei was handsome and young
In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.
------ ------
Source: Monster Manual p. 298, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 298, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>underdark, urban</environment> <environment>underdark, urban</environment>
</monster> </monster>
<monster> <monster>
@@ -25193,7 +25193,7 @@ Some demons can have an action option that allows them to summon other demons. S
• A yochlol has a 50 percent chance of summoning one yochlol. • A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------ ------
Source: Monster Manual p. 64, Curse of Strahd, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description> Source: Monster Manual p. 64, Curse of Strahd, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
@@ -25380,7 +25380,7 @@ Living Elements. On its home plane, an elemental is a bodiless life force. Its d
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep. Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 125, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros</description> Source: Monster Manual p. 125, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
<environment>underwater, swamp, coastal</environment> <environment>underwater, swamp, coastal</environment>
</monster> </monster>
<monster> <monster>
@@ -25600,7 +25600,7 @@ Wereboar. The character gains a Strength of 17 if his or her score isn't already
Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Source: Monster Manual p. 209, Tomb of Annihilation, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 209, Tomb of Annihilation, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>grassland, forest, hill</environment> <environment>grassland, forest, hill</environment>
</monster> </monster>
<monster> <monster>
@@ -26123,7 +26123,7 @@ Source: Monster Manual p. 340, Storm King's Thunder, Tales from the Yawning Port
<attack>Bite|+4|2d4+2</attack> <attack>Bite|+4|2d4+2</attack>
</action> </action>
<description> <description>
Source: Monster Manual p. 341, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 341, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>grassland, forest, hill</environment> <environment>grassland, forest, hill</environment>
</monster> </monster>
<monster> <monster>
@@ -26211,7 +26211,7 @@ A wraith might retain a few memories of its mortal life as shadowy echoes. Howev
Undead Commanders. A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. Undead Commanders. A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die. Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die.
Undead Nature. A wraith doesn't require air, food, drink, or sleep. Undead Nature. A wraith doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 302, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description> Source: Monster Manual p. 302, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
<environment>underdark</environment> <environment>underdark</environment>
</monster> </monster>
<monster> <monster>
@@ -27654,7 +27654,7 @@ Hideous Forms. Zombies appear as they did in life, showing the wounds that kille
Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.
A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so. A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.
Undead Nature. A zombie doesn't require air, food, drink, or sleep. Undead Nature. A zombie doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 316, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount</description> Source: Monster Manual p. 316, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
<environment>urban</environment> <environment>urban</environment>
</monster> </monster>
</compendium> </compendium>

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@@ -822,6 +822,8 @@ False Hope. Thanks to a limited form of telepathy, a balhannoth can sense the de
The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into stumbling into the monster's clutches. The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into stumbling into the monster's clutches.
Malevolent Entities. A balhannoth thrives on fear and despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality—warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims. Malevolent Entities. A balhannoth thrives on fear and despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality—warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims.
Useful Slaves. Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching over slaves. Useful Slaves. Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching over slaves.
A Balhannoth's Lair
In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a drow enclave.
Source: Mordenkainen's Tome of Foes p. 119</description> Source: Mordenkainen's Tome of Foes p. 119</description>
<environment>coastal, mountain, underdark</environment> <environment>coastal, mountain, underdark</environment>
</monster> </monster>
@@ -950,6 +952,8 @@ Cults devoted to Baphomet use mazes and complex knots as their emblems, creating
Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts. Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization. Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization.
Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast. Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast.
Baphomet's Lair
Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides, populated by minotaur, goristro, and quasit.
Source: Mordenkainen's Tome of Foes p. 143, Out of the Abyss p. 235, Baldur's Gate: Descent Into Avernus</description> Source: Mordenkainen's Tome of Foes p. 143, Out of the Abyss p. 235, Baldur's Gate: Descent Into Avernus</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -1880,6 +1884,8 @@ Source: Mordenkainen's Tome of Foes p. 129, Tales from the Yawning Portal p. 233
<description>Demogorgon. Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. <description>Demogorgon. Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.
The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it. The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.
Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later. Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later.
Demogorgon's Lair
Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of madness and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns.
Source: Mordenkainen's Tome of Foes p. 144, Out of the Abyss p. 236</description> Source: Mordenkainen's Tome of Foes p. 144, Out of the Abyss p. 236</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -3690,6 +3696,8 @@ Source: Mordenkainen's Tome of Foes p. 203, Princes of the Apocalypse p. 213</de
Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise.
The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time. The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time.
Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own. Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.
Fraz-Urb'luu's Lair
Fraz-Urb'luu's lair lies within the Abyssal lair known as Hollow's Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the impossible architecture that fills the city.
Source: Mordenkainen's Tome of Foes p. 146, Out of the Abyss p. 238</description> Source: Mordenkainen's Tome of Foes p. 146, Out of the Abyss p. 238</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -3860,6 +3868,8 @@ Which is less worthy: the archdevil who leads a layer while being trapped in a b
Geryon. Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival. Geryon. Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival.
Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a relentless tracker. Other devils command legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes' blood. Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a relentless tracker. Other devils command legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes' blood.
His ferocity serves him well in Stygia's frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks. His ferocity serves him well in Stygia's frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks.
Geryon's Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil and minotaur slaves he took from Baphomet, raging against Asmodeus's betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus.
Source: Mordenkainen's Tome of Foes p. 173</description> Source: Mordenkainen's Tome of Foes p. 173</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -4208,6 +4218,8 @@ Gith. The descendants of an ancient people—so old their original name has been
What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?
— Mordenkainen — Mordenkainen
An Anarch's Lair
In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai community.
Source: Mordenkainen's Tome of Foes p. 207</description> Source: Mordenkainen's Tome of Foes p. 207</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -4523,6 +4535,8 @@ Source: Mordenkainen's Tome of Foes p. 209</description>
Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness. Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness.
The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command. Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.
Graz'zt's Lair
Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz'zt's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his madness. Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are forced to slake Graz'zt's thirst for pageantry and pleasure.
Source: Mordenkainen's Tome of Foes p. 149, Out of the Abyss p. 241</description> Source: Mordenkainen's Tome of Foes p. 149, Out of the Abyss p. 241</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -5079,6 +5093,8 @@ Source: Mordenkainen's Tome of Foes p. 125, Ghosts of Saltmarsh</description>
<description>Juiblex. Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself. <description>Juiblex. Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.
A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.
Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex's extended physical body, while the demon lord slowly digests and savors their identities over time. Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex's extended physical body, while the demon lord slowly digests and savors their identities over time.
Juiblex's Lair
Juiblex's principal lair is known as the Slime Pits, a realm which Juiblex shares with Zuggtmoy. This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its landscape is covered in vast expanses of caustic and unintelligent slimes, and strange organic forms rise from the oceans of molds and oozes at Juiblex's command.
Source: Mordenkainen's Tome of Foes p. 151, Out of the Abyss p. 243</description> Source: Mordenkainen's Tome of Foes p. 151, Out of the Abyss p. 243</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -6590,6 +6606,8 @@ Source: Mordenkainen's Tome of Foes p. 251</description>
<description>Orcus. Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command. <description>Orcus. Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in chapter 7 of the Dungeon Master's Guide. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in chapter 7 of the Dungeon Master's Guide.
Orcus's Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.
Source: Mordenkainen's Tome of Foes p. 153, Out of the Abyss p. 245</description> Source: Mordenkainen's Tome of Foes p. 153, Out of the Abyss p. 245</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -9205,6 +9223,8 @@ Source: Mordenkainen's Tome of Foes p. 252</description>
<description>Yeenoghu. The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. <description>Yeenoghu. The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points.
Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight. Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.
The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth.
Yeenoghu's Lair
Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnoll, hyena, and ghoul, and there are few structures or signs of civilization on his layer of the Abyss.
Source: Mordenkainen's Tome of Foes p. 155, Out of the Abyss p. 247, Baldur's Gate: Descent Into Avernus</description> Source: Mordenkainen's Tome of Foes p. 155, Out of the Abyss p. 247, Baldur's Gate: Descent Into Avernus</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -9477,6 +9497,8 @@ Zariel. Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty a
All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes. All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes.
Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it. Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it.
However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel's servants are universally effective, disciplined, and dangerous. However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel's servants are universally effective, disciplined, and dangerous.
Zariel's Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.
Source: Mordenkainen's Tome of Foes p. 180</description> Source: Mordenkainen's Tome of Foes p. 180</description>
<environment></environment> <environment></environment>
</monster> </monster>
@@ -9589,6 +9611,8 @@ Source: Mordenkainen's Tome of Foes p. 180</description>
Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets. Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.
Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will. Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.
Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul. Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.
Zuggtmoy's Lair
Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks.
Source: Mordenkainen's Tome of Foes p. 157, Out of the Abyss p. 249</description> Source: Mordenkainen's Tome of Foes p. 157, Out of the Abyss p. 249</description>
<environment></environment> <environment></environment>
</monster> </monster>

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@@ -1575,7 +1575,7 @@ Source: Mythic Odysseys of Theros p. 232</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Medusa</name> <name>Medusa (Theran Variant)</name>
<size>M</size> <size>M</size>
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Lawful Evil</alignment> <alignment>Lawful Evil</alignment>
@@ -1600,13 +1600,13 @@ Source: Mythic Odysseys of Theros p. 232</description>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<trait> <trait>
<name>Petrifying Gaze</name> <name>Petrifying Gaze</name>
<text>When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</text> <text>When a creature that can see the Medusa (Theran Variant)'s eyes starts its turn within 30 feet of the Medusa (Theran Variant), the Medusa (Theran Variant) can force it to make a DC 14 Constitution saving throw if the Medusa (Theran Variant) isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</text>
<text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.</text> <text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Medusa (Theran Variant) until the start of its next turn, when it can avert its eyes again. If the creature looks at the Medusa (Theran Variant) in the meantime, it must immediately make the save.</text>
<text>If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.</text> <text>If the Medusa (Theran Variant) sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the Medusa (Theran Variant) is, due to its curse, affected by its own gaze.</text>
</trait> </trait>
<action> <action>
<name>Multiattack</name> <name>Multiattack</name>
<text>The medusa makes either three melee attacks—one with its snake hair, one to constrict, and one with its shortsword—or two ranged attacks with its longbow.</text> <text>The Medusa (Theran Variant) makes either three melee attacks—one with its snake hair, one to constrict, and one with its shortsword—or two ranged attacks with its longbow.</text>
</action> </action>
<action> <action>
<name>Snake Hair</name> <name>Snake Hair</name>
@@ -1625,7 +1625,7 @@ Source: Mythic Odysseys of Theros p. 232</description>
</action> </action>
<action> <action>
<name>Constrict</name> <name>Constrict</name>
<text>Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 7 (2d6) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the medusa can't constrict another target.</text> <text>Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 7 (2d6) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the Medusa (Theran Variant) can't constrict another target.</text>
<attack>Constrict|+3|2d6</attack> <attack>Constrict|+3|2d6</attack>
</action> </action>
<description> <description>

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@@ -226,15 +226,6 @@
<text>Source: Plane Shift: Amonkhet p. 28</text> <text>Source: Plane Shift: Amonkhet p. 28</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Ambition Domain (PSA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Potent Spellcasting)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 27</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Ambition Domain (PSA): Potent Spellcasting</name> <name>Ambition Domain (PSA): Potent Spellcasting</name>
@@ -251,15 +242,6 @@
<text>Source: Plane Shift: Amonkhet p. 25</text> <text>Source: Plane Shift: Amonkhet p. 25</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Solidarity Domain (PSA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 24</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Solidarity Domain (PSA): Divine Strike</name> <name>Solidarity Domain (PSA): Divine Strike</name>
@@ -268,15 +250,6 @@
<text>Source: Plane Shift: Amonkhet p. 24</text> <text>Source: Plane Shift: Amonkhet p. 24</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Strength Domain (PSA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 26</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Strength Domain (PSA): Divine Strike</name> <name>Strength Domain (PSA): Divine Strike</name>
@@ -285,15 +258,6 @@
<text>Source: Plane Shift: Amonkhet p. 26</text> <text>Source: Plane Shift: Amonkhet p. 26</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Zeal Domain (PSA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Plane Shift: Amonkhet p. 28</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Zeal Domain (PSA): Divine Strike</name> <name>Zeal Domain (PSA): Divine Strike</name>

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@@ -526,15 +526,6 @@
<text>Source: Player's Handbook p. 36</text> <text>Source: Player's Handbook p. 36</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Knowledge Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Potent Spellcasting)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 59</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Knowledge Domain: Potent Spellcasting</name> <name>Knowledge Domain: Potent Spellcasting</name>
@@ -543,15 +534,6 @@
<text>Source: Player's Handbook p. 59</text> <text>Source: Player's Handbook p. 59</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Life Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Life Domain: Divine Strike</name> <name>Life Domain: Divine Strike</name>
@@ -560,15 +542,6 @@
<text>Source: Player's Handbook p. 60</text> <text>Source: Player's Handbook p. 60</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Light Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Potent Spellcasting)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 60</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Light Domain: Potent Spellcasting</name> <name>Light Domain: Potent Spellcasting</name>
@@ -577,15 +550,6 @@
<text>Source: Player's Handbook p. 60</text> <text>Source: Player's Handbook p. 60</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Nature Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 61</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Nature Domain: Divine Strike</name> <name>Nature Domain: Divine Strike</name>
@@ -594,15 +558,6 @@
<text>Source: Player's Handbook p. 61</text> <text>Source: Player's Handbook p. 61</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Tempest Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Tempest Domain: Divine Strike</name> <name>Tempest Domain: Divine Strike</name>
@@ -611,15 +566,6 @@
<text>Source: Player's Handbook p. 62</text> <text>Source: Player's Handbook p. 62</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Trickery Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 62</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Trickery Domain: Divine Strike</name> <name>Trickery Domain: Divine Strike</name>
@@ -628,15 +574,6 @@
<text>Source: Player's Handbook p. 62</text> <text>Source: Player's Handbook p. 62</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>War Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Player's Handbook p. 63</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>War Domain: Divine Strike</name> <name>War Domain: Divine Strike</name>

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@@ -144,15 +144,6 @@
<text>Source: Player's Handbook p. 73</text> <text>Source: Player's Handbook p. 73</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Battle Master: Maneuver Options</name>
<text>1st-level feature (enhances Maneuvers)</text>
<text>If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat.</text>
<text></text>
<text>Source: Player's Handbook p. 73</text>
</feature>
</autolevel>
<autolevel level="3"> <autolevel level="3">
<feature optional="YES"> <feature optional="YES">
<name>Battle Master: Maneuvers</name> <name>Battle Master: Maneuvers</name>

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@@ -88,25 +88,25 @@
<name>Fighting Style: Defense</name> <name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text> <text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 82</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Dueling</name> <name>Fighting Style: Dueling</name>
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text> <text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 82</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Great Weapon Fighting</name> <name>Fighting Style: Great Weapon Fighting</name>
<text>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</text> <text>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 82</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Protection</name> <name>Fighting Style: Protection</name>
<text>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</text> <text>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 82</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="2"> <autolevel level="2">

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@@ -88,25 +88,25 @@
<name>Fighting Style: Archery</name> <name>Fighting Style: Archery</name>
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text> <text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 89</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Defense</name> <name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text> <text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 89</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Dueling</name> <name>Fighting Style: Dueling</name>
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text> <text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 89</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Two-Weapon Fighting</name> <name>Fighting Style: Two-Weapon Fighting</name>
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text> <text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 89</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="2"> <autolevel level="2">
@@ -148,18 +148,6 @@
<text>Source: Player's Handbook p. 93</text> <text>Source: Player's Handbook p. 93</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Beast Master: Ranger Companion Options</name>
<text>3rd-level Beast Master feature (enhances Ranger's Companion)</text>
<text>While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.</text>
<text>A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.</text>
<text>The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.</text>
<text>When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3"> <autolevel level="3">
<feature optional="YES"> <feature optional="YES">
<name>Beast Master: Ranger's Companion</name> <name>Beast Master: Ranger's Companion</name>
@@ -180,18 +168,6 @@
<text>Source: Player's Handbook p. 93</text> <text>Source: Player's Handbook p. 93</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Beast Master: Ranger Companion Options</name>
<text>3rd-level Beast Master feature (enhances Ranger's Companion)</text>
<text>While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.</text>
<text>A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.</text>
<text>The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.</text>
<text>When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3"> <autolevel level="3">
<feature optional="YES"> <feature optional="YES">
<name>Beast Master: Ranger's Companion</name> <name>Beast Master: Ranger's Companion</name>

View File

@@ -73,7 +73,7 @@
<autolevel level="1"> <autolevel level="1">
<feature> <feature>
<name>Sorcerous Origin</name> <name>Sorcerous Origin</name>
<text>Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins</text> <text>Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.</text>
<text>Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</text> <text>Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 99</text> <text>Source: Player's Handbook p. 99</text>
@@ -226,52 +226,52 @@
<name>Metamagic: Careful Spell</name> <name>Metamagic: Careful Spell</name>
<text>When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.</text> <text>When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 102</text> <text>Source: Player's Handbook p. 99</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Metamagic: Distant Spell</name> <name>Metamagic: Distant Spell</name>
<text>When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.</text> <text>When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.</text>
<text>When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.</text> <text>When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 102</text> <text>Source: Player's Handbook p. 99</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Metamagic: Empowered Spell</name> <name>Metamagic: Empowered Spell</name>
<text>When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.</text> <text>When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.</text>
<text>You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.</text> <text>You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 102</text> <text>Source: Player's Handbook p. 99</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Metamagic: Extended Spell</name> <name>Metamagic: Extended Spell</name>
<text>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.</text> <text>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 102</text> <text>Source: Player's Handbook p. 99</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Metamagic: Heightened Spell</name> <name>Metamagic: Heightened Spell</name>
<text>When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.</text> <text>When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 102</text> <text>Source: Player's Handbook p. 99</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Metamagic: Quickened Spell</name> <name>Metamagic: Quickened Spell</name>
<text>When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.</text> <text>When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 102</text> <text>Source: Player's Handbook p. 99</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Metamagic: Subtle Spell</name> <name>Metamagic: Subtle Spell</name>
<text>When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.</text> <text>When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 102</text> <text>Source: Player's Handbook p. 99</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Metamagic: Twinned Spell</name> <name>Metamagic: Twinned Spell</name>
<text>When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).</text> <text>When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).</text>
<text>To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.</text> <text>To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 102</text> <text>Source: Player's Handbook p. 99</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="4"> <autolevel level="4">

View File

@@ -193,7 +193,7 @@
<text>When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.</text> <text>When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.</text>
<text>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.</text> <text>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 107</text> <text>Source: Player's Handbook p. 105</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Pact Boon: Pact of the Blade</name> <name>Pact Boon: Pact of the Blade</name>
@@ -201,13 +201,13 @@
<text>Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.</text> <text>Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.</text>
<text>You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.</text> <text>You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 107</text> <text>Source: Player's Handbook p. 105</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Pact Boon: Pact of the Tome</name> <name>Pact Boon: Pact of the Tome</name>
<text>Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.</text> <text>Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 108</text> <text>Source: Player's Handbook p. 105</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="4"> <autolevel level="4">

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View File

@@ -42,7 +42,7 @@ Source: Player's Handbook p. 148</text>
</item> </item>
<item> <item>
<name>Ale (Gallon)</name> <name>Ale (Gallon)</name>
<detail></detail> <detail>Food and Drink</detail>
<type>G</type> <type>G</type>
<weight></weight> <weight></weight>
<value>0.2</value> <value>0.2</value>
@@ -51,7 +51,7 @@ Source: Player's Handbook p. 148</text>
</item> </item>
<item> <item>
<name>Ale (Mug)</name> <name>Ale (Mug)</name>
<detail></detail> <detail>Food and Drink</detail>
<type>G</type> <type>G</type>
<weight></weight> <weight></weight>
<value>0.04</value> <value>0.04</value>
@@ -400,7 +400,7 @@ Source: Player's Handbook p. 153</text>
</item> </item>
<item> <item>
<name>Chunk of Meat</name> <name>Chunk of Meat</name>
<detail></detail> <detail>Food and Drink</detail>
<type>G</type> <type>G</type>
<weight></weight> <weight></weight>
<value>0.3</value> <value>0.3</value>
@@ -455,7 +455,7 @@ Source: Player's Handbook p. 151</text>
</item> </item>
<item> <item>
<name>Common Wine (Pitcher)</name> <name>Common Wine (Pitcher)</name>
<detail></detail> <detail>Food and Drink</detail>
<type>G</type> <type>G</type>
<weight></weight> <weight></weight>
<value>0.2</value> <value>0.2</value>
@@ -756,7 +756,7 @@ Source: Player's Handbook p. 151</text>
</item> </item>
<item> <item>
<name>Fine Wine (Bottle)</name> <name>Fine Wine (Bottle)</name>
<detail></detail> <detail>Food and Drink</detail>
<type>G</type> <type>G</type>
<weight></weight> <weight></weight>
<value>10.0</value> <value>10.0</value>
@@ -962,7 +962,7 @@ Source: Player's Handbook p. 152</text>
</item> </item>
<item> <item>
<name>Hunk of Cheese</name> <name>Hunk of Cheese</name>
<detail></detail> <detail>Food and Drink</detail>
<type>G</type> <type>G</type>
<weight></weight> <weight></weight>
<value>0.1</value> <value>0.1</value>
@@ -1095,7 +1095,7 @@ Source: Player's Handbook p. 152</text>
</item> </item>
<item> <item>
<name>Loaf of Bread</name> <name>Loaf of Bread</name>
<detail></detail> <detail>Food and Drink</detail>
<type>G</type> <type>G</type>
<weight></weight> <weight></weight>
<value>0.02</value> <value>0.02</value>
@@ -1786,7 +1786,7 @@ Source: Player's Handbook p. 154</text>
<weight>1</weight> <weight>1</weight>
<value>0.5</value> <value>0.5</value>
<property></property> <property></property>
<text>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. <text>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torchor anything else with abundant, exposed fueltakes an action. Lighting any other fire takes 1 minute.
Source: Player's Handbook p. 153</text> Source: Player's Handbook p. 153</text>
</item> </item>
<item> <item>

View File

@@ -50,7 +50,7 @@ Source: Player's Handbook p. 211</text>
</spell> </spell>
<spell> <spell>
<name>Alter Self</name> <name>Alter Self</name>
<classes>Sorcerer, Wizard</classes> <classes>Sorcerer, Wizard, Druid (Moon)</classes>
<level>2</level> <level>2</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -444,7 +444,7 @@ Source: Player's Handbook p. 217</text>
</spell> </spell>
<spell> <spell>
<name>Barkskin</name> <name>Barkskin</name>
<classes>Druid, Ranger, Cleric (Nature), Druid (Land)</classes> <classes>Druid, Ranger, Cleric (Nature), Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -579,7 +579,7 @@ Source: Player's Handbook p. 219</text>
</spell> </spell>
<spell> <spell>
<name>Blight</name> <name>Blight</name>
<classes>Druid, Sorcerer, Warlock, Wizard, Druid (Land)</classes> <classes>Druid, Sorcerer, Warlock, Wizard, Druid (Land), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>N</school> <school>N</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -646,7 +646,7 @@ Source: Player's Handbook p. 219</text>
</spell> </spell>
<spell> <spell>
<name>Blur</name> <name>Blur</name>
<classes>Sorcerer, Wizard, Druid (Land)</classes> <classes>Sorcerer, Wizard, Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>I</school> <school>I</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -707,7 +707,7 @@ Source: Player's Handbook p. 220</text>
</spell> </spell>
<spell> <spell>
<name>Call Lightning</name> <name>Call Lightning</name>
<classes>Druid, Cleric (Tempest), Druid (Land)</classes> <classes>Druid, Cleric (Tempest), Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -906,7 +906,7 @@ Source: Player's Handbook p. 222</text>
</spell> </spell>
<spell> <spell>
<name>Cloudkill</name> <name>Cloudkill</name>
<classes>Sorcerer, Wizard, Druid (Land)</classes> <classes>Sorcerer, Wizard, Druid (Land), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -989,7 +989,7 @@ Source: Player's Handbook p. 223</text>
</spell> </spell>
<spell> <spell>
<name>Commune with Nature</name> <name>Commune with Nature</name>
<classes>Druid, Ranger, Druid (Land), Druid (Land), Paladin (Ancients), Barbarian (Totem Warrior)</classes> <classes>Druid, Ranger, Druid (Land), Druid (Land), Paladin (Ancients), Barbarian (Totem Warrior), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>D</school> <school>D</school>
<ritual>YES</ritual> <ritual>YES</ritual>
@@ -1051,7 +1051,7 @@ Source: Player's Handbook p. 224</text>
</spell> </spell>
<spell> <spell>
<name>Cone of Cold</name> <name>Cone of Cold</name>
<classes>Sorcerer, Wizard, Druid (Land)</classes> <classes>Sorcerer, Wizard, Druid (Land), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>EV</school> <school>EV</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -1148,7 +1148,7 @@ Source: Player's Handbook p. 225</text>
</spell> </spell>
<spell> <spell>
<name>Conjure Elemental</name> <name>Conjure Elemental</name>
<classes>Druid, Wizard, Druid (Land)</classes> <classes>Druid, Wizard, Druid (Land), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -1306,7 +1306,7 @@ Source: Player's Handbook p. 227</text>
</spell> </spell>
<spell> <spell>
<name>Control Water</name> <name>Control Water</name>
<classes>Cleric, Druid, Wizard, Cleric (Tempest), Druid (Land)</classes> <classes>Cleric, Druid, Wizard, Cleric (Tempest), Druid (Land), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -1398,7 +1398,7 @@ Source: Player's Handbook p. 228</text>
</spell> </spell>
<spell> <spell>
<name>Create Food and Water</name> <name>Create Food and Water</name>
<classes>Cleric, Paladin, Druid (Land)</classes> <classes>Cleric, Paladin, Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -1536,7 +1536,7 @@ Source: Player's Handbook p. 230</text>
</spell> </spell>
<spell> <spell>
<name>Darkness</name> <name>Darkness</name>
<classes>Sorcerer, Warlock, Wizard, Druid (Land)</classes> <classes>Sorcerer, Warlock, Wizard, Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>EV</school> <school>EV</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -1564,7 +1564,7 @@ Source: Player's Handbook p. 230</text>
</spell> </spell>
<spell> <spell>
<name>Daylight</name> <name>Daylight</name>
<classes>Cleric, Druid, Paladin, Ranger, Sorcerer, Cleric (Light), Druid (Land)</classes> <classes>Cleric, Druid, Paladin, Ranger, Sorcerer, Cleric (Light), Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>EV</school> <school>EV</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -1811,7 +1811,7 @@ Source: Player's Handbook p. 234</text>
</spell> </spell>
<spell> <spell>
<name>Divination</name> <name>Divination</name>
<classes>Cleric, Druid (Land), Druid (Land)</classes> <classes>Cleric, Druid (Land), Druid (Land), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>D</school> <school>D</school>
<ritual>YES</ritual> <ritual>YES</ritual>
@@ -1928,7 +1928,7 @@ Source: Player's Handbook p. 235</text>
</spell> </spell>
<spell> <spell>
<name>Dream</name> <name>Dream</name>
<classes>Bard, Warlock, Wizard, Druid (Land)</classes> <classes>Bard, Warlock, Wizard, Druid (Land), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>I</school> <school>I</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -2587,7 +2587,7 @@ Source: Player's Handbook p. 244</text>
</spell> </spell>
<spell> <spell>
<name>Freedom of Movement</name> <name>Freedom of Movement</name>
<classes>Bard, Cleric, Druid, Ranger, Cleric (War), Druid (Land), Druid (Land), Druid (Land), Druid (Land), Druid (Land), Paladin (Devotion)</classes> <classes>Bard, Cleric, Druid, Ranger, Cleric (War), Druid (Land), Druid (Land), Druid (Land), Druid (Land), Druid (Land), Paladin (Devotion), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>A</school> <school>A</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -2614,7 +2614,7 @@ Source: Player's Handbook p. 244</text>
</spell> </spell>
<spell> <spell>
<name>Gaseous Form</name> <name>Gaseous Form</name>
<classes>Sorcerer, Warlock, Wizard, Druid (Land)</classes> <classes>Sorcerer, Warlock, Wizard, Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -2792,7 +2792,7 @@ Source: Player's Handbook p. 246</text>
</spell> </spell>
<spell> <spell>
<name>Greater Invisibility</name> <name>Greater Invisibility</name>
<classes>Bard, Sorcerer, Wizard, Druid (Land), Warlock (Archfey)</classes> <classes>Bard, Sorcerer, Wizard, Druid (Land), Warlock (Archfey), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>I</school> <school>I</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -2956,7 +2956,7 @@ Source: Player's Handbook p. 249</text>
</spell> </spell>
<spell> <spell>
<name>Hallucinatory Terrain</name> <name>Hallucinatory Terrain</name>
<classes>Bard, Druid, Warlock, Wizard, Druid (Land)</classes> <classes>Bard, Druid, Warlock, Wizard, Druid (Land), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>I</school> <school>I</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -2984,7 +2984,7 @@ Source: Player's Handbook p. 249</text>
</spell> </spell>
<spell> <spell>
<name>Haste</name> <name>Haste</name>
<classes>Sorcerer, Wizard, Druid (Land), Paladin (Vengeance)</classes> <classes>Sorcerer, Wizard, Druid (Land), Paladin (Vengeance), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3148,7 +3148,7 @@ Source: Player's Handbook p. 251</text>
</spell> </spell>
<spell> <spell>
<name>Hold Person</name> <name>Hold Person</name>
<classes>Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Druid (Land), Paladin (Vengeance)</classes> <classes>Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Druid (Land), Paladin (Vengeance), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>EN</school> <school>EN</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3221,7 +3221,7 @@ Source: Player's Handbook p. 252</text>
</spell> </spell>
<spell> <spell>
<name>Ice Storm</name> <name>Ice Storm</name>
<classes>Druid, Sorcerer, Wizard, Cleric (Tempest), Druid (Land), Paladin (Ancients)</classes> <classes>Druid, Sorcerer, Wizard, Cleric (Tempest), Druid (Land), Paladin (Ancients), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>EV</school> <school>EV</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3341,7 +3341,7 @@ Source: Player's Handbook p. 253</text>
</spell> </spell>
<spell> <spell>
<name>Insect Plague</name> <name>Insect Plague</name>
<classes>Cleric, Druid, Sorcerer, Cleric (Nature), Cleric (Tempest), Druid (Land), Druid (Land), Druid (Land), Druid (Land)</classes> <classes>Cleric, Druid, Sorcerer, Cleric (Nature), Cleric (Tempest), Druid (Land), Druid (Land), Druid (Land), Druid (Land), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3362,7 +3362,7 @@ Source: Player's Handbook p. 254</text>
</spell> </spell>
<spell> <spell>
<name>Invisibility</name> <name>Invisibility</name>
<classes>Bard, Sorcerer, Warlock, Wizard, Druid (Land)</classes> <classes>Bard, Sorcerer, Warlock, Wizard, Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>I</school> <school>I</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3478,7 +3478,7 @@ Source: Player's Handbook p. 255</text>
</spell> </spell>
<spell> <spell>
<name>Light</name> <name>Light</name>
<classes>Bard, Cleric, Sorcerer, Wizard</classes> <classes>Bard, Cleric, Sorcerer, Wizard, Cleric (Light)</classes>
<level>0</level> <level>0</level>
<school>EV</school> <school>EV</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3518,7 +3518,7 @@ Source: Player's Handbook p. 255</text>
</spell> </spell>
<spell> <spell>
<name>Lightning Bolt</name> <name>Lightning Bolt</name>
<classes>Sorcerer, Wizard, Druid (Land)</classes> <classes>Sorcerer, Wizard, Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>EV</school> <school>EV</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3554,7 +3554,7 @@ Source: Player's Handbook p. 256</text>
</spell> </spell>
<spell> <spell>
<name>Locate Creature</name> <name>Locate Creature</name>
<classes>Bard, Cleric, Druid, Paladin, Ranger, Wizard, Druid (Land)</classes> <classes>Bard, Cleric, Druid, Paladin, Ranger, Wizard, Druid (Land), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>D</school> <school>D</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3612,7 +3612,7 @@ Source: Player's Handbook p. 256</text>
</spell> </spell>
<spell> <spell>
<name>Mage Hand</name> <name>Mage Hand</name>
<classes>Bard, Sorcerer, Warlock, Wizard</classes> <classes>Bard, Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster)</classes>
<level>0</level> <level>0</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3817,7 +3817,7 @@ Source: Player's Handbook p. 258</text>
</spell> </spell>
<spell> <spell>
<name>Meld into Stone</name> <name>Meld into Stone</name>
<classes>Cleric, Druid, Druid (Land)</classes> <classes>Cleric, Druid, Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>T</school> <school>T</school>
<ritual>YES</ritual> <ritual>YES</ritual>
@@ -3833,7 +3833,7 @@ Source: Player's Handbook p. 259</text>
</spell> </spell>
<spell> <spell>
<name>Melf's Acid Arrow</name> <name>Melf's Acid Arrow</name>
<classes>Wizard, Druid (Land)</classes> <classes>Wizard, Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>EV</school> <school>EV</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3914,7 +3914,7 @@ Source: Player's Handbook p. 259</text>
</spell> </spell>
<spell> <spell>
<name>Minor Illusion</name> <name>Minor Illusion</name>
<classes>Bard, Sorcerer, Warlock, Wizard</classes> <classes>Bard, Sorcerer, Warlock, Wizard, Wizard (Illusion)</classes>
<level>0</level> <level>0</level>
<school>I</school> <school>I</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3946,7 +3946,7 @@ Source: Player's Handbook p. 260</text>
</spell> </spell>
<spell> <spell>
<name>Mirror Image</name> <name>Mirror Image</name>
<classes>Sorcerer, Warlock, Wizard, Cleric (Trickery), Druid (Land)</classes> <classes>Sorcerer, Warlock, Wizard, Cleric (Trickery), Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>I</school> <school>I</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -3978,7 +3978,7 @@ Source: Player's Handbook p. 260</text>
</spell> </spell>
<spell> <spell>
<name>Misty Step</name> <name>Misty Step</name>
<classes>Sorcerer, Warlock, Wizard, Druid (Land), Paladin (Ancients), Paladin (Vengeance)</classes> <classes>Sorcerer, Warlock, Wizard, Druid (Land), Paladin (Ancients), Paladin (Vengeance), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -4202,7 +4202,7 @@ Source: Player's Handbook p. 264</text>
</spell> </spell>
<spell> <spell>
<name>Pass without Trace</name> <name>Pass without Trace</name>
<classes>Druid, Ranger, Cleric (Trickery), Druid (Land)</classes> <classes>Druid, Ranger, Cleric (Trickery), Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>A</school> <school>A</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -4215,7 +4215,7 @@ Source: Player's Handbook p. 264</text>
</spell> </spell>
<spell> <spell>
<name>Passwall</name> <name>Passwall</name>
<classes>Wizard, Druid (Land)</classes> <classes>Wizard, Druid (Land), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -4331,7 +4331,7 @@ Source: Player's Handbook p. 266</text>
</spell> </spell>
<spell> <spell>
<name>Plant Growth</name> <name>Plant Growth</name>
<classes>Bard, Druid, Ranger, Cleric (Nature), Druid (Land), Paladin (Ancients), Warlock (Archfey)</classes> <classes>Bard, Druid, Ranger, Cleric (Nature), Druid (Land), Paladin (Ancients), Warlock (Archfey), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -4563,7 +4563,7 @@ Source: Player's Handbook p. 270</text>
</spell> </spell>
<spell> <spell>
<name>Protection from Energy</name> <name>Protection from Energy</name>
<classes>Cleric, Druid, Ranger, Sorcerer, Wizard, Druid (Land), Paladin (Ancients), Paladin (Vengeance)</classes> <classes>Cleric, Druid, Ranger, Sorcerer, Wizard, Druid (Land), Paladin (Ancients), Paladin (Vengeance), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>A</school> <school>A</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -4885,7 +4885,7 @@ Source: Player's Handbook p. 273</text>
</spell> </spell>
<spell> <spell>
<name>Scrying</name> <name>Scrying</name>
<classes>Bard, Cleric, Druid, Warlock, Wizard, Cleric (Knowledge), Cleric (Light), Druid (Land), Druid (Land), Paladin (Vengeance)</classes> <classes>Bard, Cleric, Druid, Warlock, Wizard, Cleric (Knowledge), Cleric (Light), Druid (Land), Druid (Land), Paladin (Vengeance), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>D</school> <school>D</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -5092,7 +5092,7 @@ Source: Player's Handbook p. 275</text>
</spell> </spell>
<spell> <spell>
<name>Silence</name> <name>Silence</name>
<classes>Bard, Cleric, Ranger, Druid (Land)</classes> <classes>Bard, Cleric, Ranger, Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>I</school> <school>I</school>
<ritual>YES</ritual> <ritual>YES</ritual>
@@ -5162,7 +5162,7 @@ Source: Player's Handbook p. 276</text>
</spell> </spell>
<spell> <spell>
<name>Sleet Storm</name> <name>Sleet Storm</name>
<classes>Druid, Sorcerer, Wizard, Cleric (Tempest), Druid (Land)</classes> <classes>Druid, Sorcerer, Wizard, Cleric (Tempest), Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -5177,7 +5177,7 @@ Source: Player's Handbook p. 276</text>
</spell> </spell>
<spell> <spell>
<name>Slow</name> <name>Slow</name>
<classes>Sorcerer, Wizard, Druid (Land)</classes> <classes>Sorcerer, Wizard, Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -5250,7 +5250,7 @@ Source: Player's Handbook p. 277</text>
</spell> </spell>
<spell> <spell>
<name>Spider Climb</name> <name>Spider Climb</name>
<classes>Sorcerer, Warlock, Wizard, Druid (Land), Druid (Land), Druid (Land)</classes> <classes>Sorcerer, Warlock, Wizard, Druid (Land), Druid (Land), Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -5263,7 +5263,7 @@ Source: Player's Handbook p. 277</text>
</spell> </spell>
<spell> <spell>
<name>Spike Growth</name> <name>Spike Growth</name>
<classes>Druid, Ranger, Cleric (Nature), Druid (Land), Druid (Land)</classes> <classes>Druid, Ranger, Cleric (Nature), Druid (Land), Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -5334,7 +5334,7 @@ Source: Player's Handbook p. 278</text>
</spell> </spell>
<spell> <spell>
<name>Stinking Cloud</name> <name>Stinking Cloud</name>
<classes>Bard, Sorcerer, Wizard, Druid (Land), Druid (Land), Warlock (Fiend)</classes> <classes>Bard, Sorcerer, Wizard, Druid (Land), Druid (Land), Warlock (Fiend), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -5349,7 +5349,7 @@ Source: Player's Handbook p. 278</text>
</spell> </spell>
<spell> <spell>
<name>Stone Shape</name> <name>Stone Shape</name>
<classes>Cleric, Druid, Wizard, Druid (Land), Druid (Land)</classes> <classes>Cleric, Druid, Wizard, Druid (Land), Druid (Land), Druid (Land)</classes>
<level>4</level> <level>4</level>
<school>T</school> <school>T</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -5918,7 +5918,7 @@ Source: Player's Handbook p. 285</text>
</spell> </spell>
<spell> <spell>
<name>Wall of Stone</name> <name>Wall of Stone</name>
<classes>Druid, Sorcerer, Wizard, Druid (Land), Druid (Land)</classes> <classes>Druid, Sorcerer, Wizard, Druid (Land), Druid (Land), Druid (Land)</classes>
<level>5</level> <level>5</level>
<school>EV</school> <school>EV</school>
<ritual>NO</ritual> <ritual>NO</ritual>
@@ -5971,7 +5971,7 @@ Source: Player's Handbook p. 287</text>
</spell> </spell>
<spell> <spell>
<name>Water Breathing</name> <name>Water Breathing</name>
<classes>Druid, Ranger, Sorcerer, Wizard, Druid (Land)</classes> <classes>Druid, Ranger, Sorcerer, Wizard, Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>T</school> <school>T</school>
<ritual>YES</ritual> <ritual>YES</ritual>
@@ -5984,7 +5984,7 @@ Source: Player's Handbook p. 287</text>
</spell> </spell>
<spell> <spell>
<name>Water Walk</name> <name>Water Walk</name>
<classes>Cleric, Druid, Ranger, Sorcerer, Druid (Land), Druid (Land)</classes> <classes>Cleric, Druid, Ranger, Sorcerer, Druid (Land), Druid (Land), Druid (Land)</classes>
<level>3</level> <level>3</level>
<school>T</school> <school>T</school>
<ritual>YES</ritual> <ritual>YES</ritual>
@@ -5998,7 +5998,7 @@ Source: Player's Handbook p. 287</text>
</spell> </spell>
<spell> <spell>
<name>Web</name> <name>Web</name>
<classes>Sorcerer, Wizard, Druid (Land)</classes> <classes>Sorcerer, Wizard, Druid (Land), Druid (Land)</classes>
<level>2</level> <level>2</level>
<school>C</school> <school>C</school>
<ritual>NO</ritual> <ritual>NO</ritual>

View File

@@ -703,7 +703,7 @@ Source: Rise of Tiamat p. 90</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Ice Troll</name> <name>Ice Troll (Variant)</name>
<size>L</size> <size>L</size>
<type>giant</type> <type>giant</type>
<alignment>Chaotic Evil</alignment> <alignment>Chaotic Evil</alignment>

View File

@@ -55,15 +55,6 @@
<text>Source: Sword Coast Adventurer's Guide p. 125</text> <text>Source: Sword Coast Adventurer's Guide p. 125</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Arcana Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Potent Spellcasting)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 125</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Arcana Domain: Potent Spellcasting</name> <name>Arcana Domain: Potent Spellcasting</name>

View File

@@ -18,43 +18,6 @@
<text>Source: Sword Coast Adventurer's Guide p. 130</text> <text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature> </feature>
</autolevel> </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 own 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: Sword Coast Adventurer's Guide p. 131</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 ranged spell attack that you can use with the Attack action. The attack has 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—to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.</text>
<text>When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 131</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: Sword Coast Adventurer's Guide p. 131</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: Sword Coast Adventurer's Guide p. 131</text>
</feature>
</autolevel>
<autolevel level="6"> <autolevel level="6">
<feature optional="YES"> <feature optional="YES">
<name>Way of the Long Death: Hour of Reaping</name> <name>Way of the Long Death: Hour of Reaping</name>
@@ -63,24 +26,6 @@
<text>Source: Sword Coast Adventurer's Guide p. 130</text> <text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature> </feature>
</autolevel> </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 1st-level spell burning hands 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 (round down).</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 131</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: Sword Coast Adventurer's Guide p. 131</text>
</feature>
</autolevel>
<autolevel level="11"> <autolevel level="11">
<feature optional="YES"> <feature optional="YES">
<name>Way of the Long Death: Mastery of Death</name> <name>Way of the Long Death: Mastery of Death</name>
@@ -89,26 +34,6 @@
<text>Source: Sword Coast Adventurer's Guide p. 130</text> <text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature> </feature>
</autolevel> </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, up to a maximum of 3, increases the damage by 2d6.</text>
<text></text>
<text>Source: Sword Coast Adventurer's Guide p. 131</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: Sword Coast Adventurer's Guide p. 131</text>
</feature>
</autolevel>
<autolevel level="17"> <autolevel level="17">
<feature optional="YES"> <feature optional="YES">
<name>Way of the Long Death: Touch of the Long Death</name> <name>Way of the Long Death: Touch of the Long Death</name>
@@ -117,23 +42,5 @@
<text>Source: Sword Coast Adventurer's Guide p. 130</text> <text>Source: Sword Coast Adventurer's Guide p. 130</text>
</feature> </feature>
</autolevel> </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 magical, luminous 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: Sword Coast Adventurer's Guide p. 131</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: Sword Coast Adventurer's Guide p. 131</text>
</feature>
</autolevel>
</class> </class>
</compendium> </compendium>

View File

@@ -100,6 +100,10 @@
<name>Silence</name> <name>Silence</name>
<classes>Warlock (Undying)</classes> <classes>Warlock (Undying)</classes>
</spell> </spell>
<spell>
<name>Spare the Dying</name>
<classes>Warlock (Undying)</classes>
</spell>
<spell> <spell>
<name>Speak with Dead</name> <name>Speak with Dead</name>
<classes>Warlock (Undying)</classes> <classes>Warlock (Undying)</classes>

View File

@@ -0,0 +1,935 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Aberrant Spirit</name>
<size>M</size>
<type>aberration</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>40</hp>
<speed>walk 30 ft., fly 30 ft.</speed>
<str>16</str>
<dex>10</dex>
<con>15</con>
<int>16</int>
<wis>10</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Deep Speech, understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>psychic</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>40 + 10 for each spell level above 4th</text>
</trait>
<trait>
<name>Regeneration (Slaadi Only)</name>
<text>The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.</text>
</trait>
<trait>
<name>Whispering Aura (Star Spawn Only)</name>
<text>At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The aberration makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Eye Ray (Beholderkin Only)</name>
<text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one creature. 1d8 + 3 + the spell's level psychic damage.</text>
</action>
<action>
<name>Claws (Slaadi Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.</text>
</action>
<action>
<name>Psychic Slam (Star Spawn Only)</name>
<text>Melee Spell Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one creature. 1d8 + 3 + the spell's level psychic damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Adult Red Dracolich</name>
<size>H</size>
<type>undead</type>
<alignment>Chaotic Evil</alignment>
<ac>19 (natural armor)</ac>
<hp>256 (19d12+133)</hp>
<speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
<str>27</str>
<dex>10</dex>
<con>25</con>
<int>16</int>
<wis>13</wis>
<cha>21</cha>
<save>Dex +6, Con +13, Wis +7, Cha +11</save>
<skill>Perception +13, Stealth +6</skill>
<passive>23</passive>
<languages>Common, Draconic</languages>
<cr>17</cr>
<resist>necrotic</resist>
<immune>fire, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, paralyzed, poisoned, exhaustion</conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If the dracolich fails a saving throw, it can choose to succeed instead.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The dracolich has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.</text>
<attack>Bite|+14|2d10+8</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage.</text>
<attack>Claw|+14|2d6+8</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
<attack>Tail|+14|2d8+8</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Fire Breath (Recharge 5-6)</name>
<text>The dracolich exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.</text>
<attack>Fire Breath (Recharge 5-6)||18d6</attack>
</action>
<legendary>
<text>The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Detect</name>
<text>The dracolich makes a Wisdom (Perception) check.</text>
</legendary>
<legendary>
<name>Tail Attack</name>
<text>The dracolich makes a tail attack.</text>
</legendary>
<legendary>
<name>Wing Attack (Costs 2 Actions)</name>
<text>The dracolich beats its wings. Each creature within 10 feet of the dracolich must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
</legendary>
<legendary>
<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
<text>• Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text>
<text>• A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.</text>
<text>• Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.</text>
</legendary>
<legendary>
<name>Regional Effects</name>
</legendary>
<legendary>
<text>The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
<text>• Small earthquakes are common within 6 miles of the dragon's lair.</text>
<text>• Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.</text>
<text>• Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.</text>
<text>If the dragon dies, these effects fade over the course of 1d10 days.</text>
</legendary>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment>mountain, hill</environment>
</monster>
<monster>
<name>Beast of the Land</name>
<size>M</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>5</hp>
<speed>walk 40 ft., climb 40 ft.</speed>
<str>14</str>
<dex>14</dex>
<con>15</con>
<int>8</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)</text>
</trait>
<trait>
<name>Charge</name>
<text>If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.</text>
</trait>
<trait>
<name>Primal Bond</name>
<text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
</trait>
<action>
<name>Maul</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 2 slashing damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Beast of the Sea</name>
<size>M</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>5</hp>
<speed>walk 5 ft., swim 60 ft.</speed>
<str>14</str>
<dex>14</dex>
<con>15</con>
<int>8</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)</text>
</trait>
<trait>
<name>Amphibious</name>
<text>The beast can breathe both air and water.</text>
</trait>
<trait>
<name>Primal Bond</name>
<text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
</trait>
<action>
<name>Binding Strike</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 2 + PB piercing damage or 1d6 + 2 + PB bludgeoning damage (your choice), and the target is grappled (escape DC equal to your spellcasting save DC). Until this grapple ends, the beast can't use this attack on another target.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Beast of the Sky</name>
<size>S</size>
<type>beast</type>
<alignment>Neutral</alignment>
<ac>0</ac>
<hp>4</hp>
<speed>walk 10 ft., fly 60 ft.</speed>
<str>6</str>
<dex>16</dex>
<con>13</con>
<int>8</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)</text>
</trait>
<trait>
<name>Flyby</name>
<text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
</trait>
<trait>
<name>Primal Bond</name>
<text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
</trait>
<action>
<name>Shred</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d4 + 3 + PB slashing damage</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Bestial Spirit</name>
<size>S</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>20</hp>
<speed>walk 30 ft., climb 30 ft., fly 60 ft., swim 30 ft.</speed>
<str>18</str>
<dex>11</dex>
<con>16</con>
<int>4</int>
<wis>14</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>20 + 5 for each spell level above 2nd</text>
</trait>
<trait>
<name>Water Breathing (Water Only)</name>
<text>The beast can breathe only underwater.</text>
</trait>
<trait>
<name>Flyby (Air Only)</name>
<text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
</trait>
<trait>
<name>Pack Tactics (Land and Water Only)</name>
<text>The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The beast makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Maul</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level piercing damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Celestial Spirit</name>
<size>L</size>
<type>celestial</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>40</hp>
<speed>walk 30 ft., fly 40 ft.</speed>
<str>16</str>
<dex>14</dex>
<con>16</con>
<int>10</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>Celestial, understands the languages you speak</languages>
<cr></cr>
<resist>radiant</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>40 + 10 for each spell level above 5th</text>
</trait>
<action>
<name>Multiattack</name>
<text>The celestial makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Radiant Bow (Avenger Only)</name>
<text>Ranged Weapon Attack: {@hitYourSpellAttack} to hit, range 150/600 ft., one target. 2d6 + 2 + the spell's level radiant damage.</text>
</action>
<action>
<name>Radiant Mace (Defender Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.</text>
</action>
<action>
<name>Healing Touch (1/Day)</name>
<text>The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Construct Spirit</name>
<size>M</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>40</hp>
<speed>walk 30 ft.</speed>
<str>18</str>
<dex>10</dex>
<con>18</con>
<int>14</int>
<wis>11</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>40 + 15 for each spell level above 3rd</text>
</trait>
<trait>
<name>Heated Body (Metal Only)</name>
<text>A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.</text>
</trait>
<trait>
<name>Stony Lethargy (Stone Only)</name>
<text>When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The construct makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level bludgeoning damage.</text>
</action>
<reaction>
<name>Berserk Lashing (Clay Only)</name>
<text>When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.</text>
</reaction>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Dancing Item</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>10</hp>
<speed>walk 30 ft., fly 30 ft.</speed>
<str>18</str>
<dex>14</dex>
<con>16</con>
<int>4</int>
<wis>10</wis>
<cha>6</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, poisoned, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>10 + five times your bard level</text>
</trait>
<trait>
<name>Immutable Form</name>
<text>The item is immune to any spell or effect that would alter its form.</text>
</trait>
<trait>
<name>Irrepressible Dance</name>
<text>When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.</text>
</trait>
<action>
<name>Force-Empowered Slam</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. 1d10 + PB force damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Elemental Spirit</name>
<size>M</size>
<type>elemental</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>50</hp>
<speed>walk 40 ft., fly 40 ft., burrow 40 ft., swim 40 ft.</speed>
<str>18</str>
<dex>15</dex>
<con>17</con>
<int>4</int>
<wis>10</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Primordial, understands the languages you speak</languages>
<cr></cr>
<resist>lightning, thunder (air only), piercing; piercing, slashing (earth only); acid (water only)</resist>
<immune>poison; fire (fire only)</immune>
<vulnerable></vulnerable>
<conditionImmune>exhaustion, paralyzed, petrified, poisoned, unconscious</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>50 + 10 for each spell level above 4th</text>
</trait>
<trait>
<name>Amorphous Form (Air, Fire, and Water Only)</name>
<text>The elemental can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The elemental makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 4 + the spell's level bludgeoning damage</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Fey Spirit</name>
<size>S</size>
<type>fey</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>30</hp>
<speed>walk 40 ft.</speed>
<str>13</str>
<dex>16</dex>
<con>14</con>
<int>14</int>
<wis>11</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Sylvan, understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>charmed</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>30 + 10 for each spell level above 3rd</text>
</trait>
<action>
<name>Multiattack</name>
<text>The fey makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Fiendish Spirit</name>
<size>L</size>
<type>fiend</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>50</hp>
<speed>walk 40 ft., climb 40 ft., fly 60 ft.</speed>
<str>13</str>
<dex>16</dex>
<con>15</con>
<int>10</int>
<wis>10</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Abyssal, Infernal, telepathy 60 ft.</languages>
<cr></cr>
<resist>fire</resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>50 + 15 for each spell level above 6th</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The fiend has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Death Throes (Demon Only)</name>
<text>When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.</text>
</trait>
<trait>
<name>Devil's Sight (Devil Only)</name>
<text>Magical darkness doesn't impede the fiend's darkvision.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The fiend makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Bite (Demon Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d12 + 3 + the spell's level necrotic damage.</text>
</action>
<action>
<name>Claws (Yugoloth Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.</text>
</action>
<action>
<name>Hurl Flame (Devil Only)</name>
<text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one target. 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Juvenile Mimic</name>
<size>T</size>
<type>monstrosity (shapechanger)</type>
<alignment>Unaligned</alignment>
<ac>11</ac>
<hp>7 (2d4+2)</hp>
<speed>walk 10 ft., climb 10 ft.</speed>
<str>1</str>
<dex>12</dex>
<con>13</con>
<int>10</int>
<wis>13</wis>
<cha>10</cha>
<save></save>
<skill>Stealth +3</skill>
<passive>11</passive>
<languages>Common, Undercommon, telepathy 120 ft.</languages>
<cr></cr>
<resist></resist>
<immune>acid</immune>
<vulnerable></vulnerable>
<conditionImmune>prone</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>False Appearance (Object Form Only)</name>
<text>While the mimic remains motionless, it is indistinguishable from an ordinary object.</text>
</trait>
<trait>
<name>Spider Climb</name>
<text>The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 1 piercing damage plus 2 (1d4) acid damage.</text>
<attack>Bite|+3|1d4</attack>
</action>
<action>
<name>Shape-Shift</name>
<text>The mimic polymorphs into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Mighty Servant of Leuk-o</name>
<size>H</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>22 (natural armor)</ac>
<hp>310 (27d12+135)</hp>
<speed>walk 60 ft.</speed>
<str>30</str>
<dex>14</dex>
<con>20</con>
<int>1</int>
<wis>14</wis>
<cha>10</cha>
<save>Wis +9, Cha +7</save>
<skill>Perception +9</skill>
<passive>19</passive>
<languages>understands the languages of creatures attuned to it but can't speak</languages>
<cr></cr>
<resist>piercing, slashing</resist>
<immune>acid, bludgeoning, cold, fire, lightning, necrotic, poison, psychic, radiant</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned</conditionImmune>
<senses>blindsight 120 ft.</senses>
<trait>
<name>Immutable Existence</name>
<text>The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The servant has advantage on saving throws against spells and other magical effects, and spell attacks made against it have disadvantage.</text>
</trait>
<trait>
<name>Regeneration</name>
<text>The servant regains 10 hit points at the start of its turn. If it is reduced to 0 hit points, this trait doesn't function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.</text>
</trait>
<trait>
<name>Standing Leap</name>
<text>The servant's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.</text>
</trait>
<trait>
<name>Unusual Nature</name>
<text>The servant doesn't require air, food, drink, or sleep.</text>
</trait>
<action>
<name>Destructive Fist</name>
<text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 36 (4d12 + 10) force damage. Or Ranged Weapon Attack: +17 to hit, range 120 ft., one target. 36 (4d12 + 10) force damage. If the target is an object, it takes triple damage. If the target is an object, it takes triple damage.</text>
<attack>Destructive Fist|+17|4d12+10</attack>
<attack>Destructive Fist|+17|4d12+10</attack>
</action>
<action>
<name>Crushing Leap</name>
<text>If the servant jumps at least 25 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the servant and must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.</text>
<attack>Crushing Leap||4d12</attack>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Reflection</name>
<size>M</size>
<type>undead</type>
<alignment>Chaotic Evil</alignment>
<ac>12</ac>
<hp>16 (3d8+3)</hp>
<speed>walk 40 ft.</speed>
<str>6</str>
<dex>14</dex>
<con>13</con>
<int>6</int>
<wis>10</wis>
<cha>8</cha>
<save></save>
<skill>Stealth +4</skill>
<passive>10</passive>
<languages></languages>
<cr>1/2</cr>
<resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>necrotic, poison</immune>
<vulnerable>radiant</vulnerable>
<conditionImmune>exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Amorphous</name>
<text>The reflection can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<trait>
<name>Shadow Stealth</name>
<text>While in dim light or darkness, the reflection can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.</text>
</trait>
<trait>
<name>Sunlight Weakness</name>
<text>While in sunlight, the reflection has disadvantage on attack rolls, ability checks, and saving throws.</text>
</trait>
<action>
<name>Strength Drain</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.</text>
<attack>Strength Drain|+4|2d6+2</attack>
<text>If a non-evil humanoid dies from this attack, a new reflection rises from the corpse 1d4 hours later.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment>underdark, urban</environment>
</monster>
<monster>
<name>Shadow Spirit</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>35</hp>
<speed>walk 40 ft.</speed>
<str>13</str>
<dex>16</dex>
<con>15</con>
<int>4</int>
<wis>10</wis>
<cha>16</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist>necrotic</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>frightened</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Hit Points</name>
<text>35 + 15 for each spell level above 3rd</text>
</trait>
<trait>
<name>Terror Frenzy (Fury Only)</name>
<text>The spirit has advantage on attack rolls against frightened creatures.</text>
</trait>
<trait>
<name>Weight of Sorrow (Despair Only)</name>
<text>Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The spirit makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Chilling Rend</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d12 + 3 + the spell's level cold damage.</text>
</action>
<action>
<name>Dreadful Scream (1/Day)</name>
<text>The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Undead Spirit</name>
<size>M</size>
<type>undead</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>30</hp>
<speed>walk 30 ft., fly 40 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>15</con>
<int>4</int>
<wis>10</wis>
<cha>9</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>necrotic, poison</immune>
<vulnerable></vulnerable>
<conditionImmune>exhaustion, frightened, paralyzed, poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>30 + 10 for each spell level above 3rd</text>
</trait>
<trait>
<name>Incorporeal Passage (Ghostly Only)</name>
<text>The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.</text>
</trait>
<trait>
<name>Festering Aura (Putrid Only)</name>
<text>Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The spirit makes a number of attacks equal to half this spell's level (rounded down).</text>
</action>
<action>
<name>Deathly Touch (Ghostly Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one creature. 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.</text>
</action>
<action>
<name>Grave Bolt (Skeletal Only)</name>
<text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one target. 2d4 + 3 + the spell's level necrotic damage.</text>
</action>
<action>
<name>Rotting Claw (Putrid Only)</name>
<text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC be paralyzed until the end of its next turn.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
<monster>
<name>Wildfire Spirit</name>
<size>S</size>
<type>elemental</type>
<alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac>
<hp>5</hp>
<speed>walk 30 ft., fly 30 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>14</con>
<int>13</int>
<wis>15</wis>
<cha>11</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>understands the languages you speak</languages>
<cr></cr>
<resist></resist>
<immune>fire</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, frightened, grappled, prone, restrained</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Hit Points</name>
<text>5 + five times your druid level</text>
</trait>
<trait>
<name>Appearance</name>
<text>Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC Player Dexterity saving throw or take 2d6 fire damage.</text>
</trait>
<action>
<name>Dodge</name>
<text>On its turn, unless otherwise commanded, the Spirit takes the dodge action.</text>
</action>
<action>
<name>Flame Seed</name>
<text>Ranged Weapon Attack: {@hitYourSpellAttack} to hit, range 60 ft., one target you can see. 1d6 + PB fire damage.</text>
</action>
<action>
<name>Fiery Teleportation</name>
<text>The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.</text>
</action>
<description>
Source: Tasha's Cauldron of Everything</description>
<environment></environment>
</monster>
</compendium>

View File

@@ -25,7 +25,7 @@
<text></text> <text></text>
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text> <text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="1"> <autolevel level="1">
@@ -39,7 +39,7 @@
<text>• Weapons: none</text> <text>• Weapons: none</text>
<text>• Tools: none</text> <text>• Tools: none</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<armor>light, medium, shields</armor> <armor>light, medium, shields</armor>
@@ -54,7 +54,7 @@
<name>Optional Rule: Firearm Proficiency</name> <name>Optional Rule: Firearm Proficiency</name>
<text>The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&amp;D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.</text> <text>The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&amp;D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="1"> <autolevel level="1">
@@ -68,7 +68,7 @@
<text>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.</text> <text>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.</text>
<text>You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.</text> <text>You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="1"> <autolevel level="1">
@@ -101,7 +101,7 @@
<text>Ritual Casting:</text> <text>Ritual Casting:</text>
<text> You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.</text> <text> You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="2"> <autolevel level="2">
@@ -124,7 +124,7 @@
<text> You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.</text> <text> You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.</text>
<text> If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.</text> <text> If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -135,7 +135,7 @@
<name>Artificer Specialist</name> <name>Artificer Specialist</name>
<text>At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.</text> <text>At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -143,7 +143,7 @@
<name>Artificer Specialist: Alchemist</name> <name>Artificer Specialist: Alchemist</name>
<text>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.</text> <text>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -159,7 +159,7 @@
<text>13th | blight, death ward</text> <text>13th | blight, death ward</text>
<text>17th | cloudkill, raise dead</text> <text>17th | cloudkill, raise dead</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -179,7 +179,7 @@
<text>5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.</text> <text>5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.</text>
<text>6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.</text> <text>6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -187,7 +187,7 @@
<name>Alchemist: Tool Proficiency</name> <name>Alchemist: Tool Proficiency</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text> <text>When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -195,7 +195,7 @@
<name>Alchemist: Extra Alchemical Formula</name> <name>Alchemist: Extra Alchemical Formula</name>
<text>At 3rd level, you learn an additional Alchemical Formula.</text> <text>At 3rd level, you learn an additional Alchemical Formula.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -203,7 +203,7 @@
<name>Artificer Specialist: Alchemist</name> <name>Artificer Specialist: Alchemist</name>
<text>An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.</text> <text>An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -215,7 +215,7 @@
<text>In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.</text> <text>In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.</text>
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.</text> <text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -231,7 +231,7 @@
<text>13th | blight, death ward</text> <text>13th | blight, death ward</text>
<text>17th | cloudkill, raise dead</text> <text>17th | cloudkill, raise dead</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -245,7 +245,84 @@
<text>Crafting</text> <text>Crafting</text>
<text> If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text> <text> If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Artificer Specialist: Armorer</name>
<text>An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Armorer: Arcane Armor</name>
<text>3rd-level Armorer feature</text>
<text>Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.</text>
<text>You gain the following benefits while wearing this armor:</text>
<text>• If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.</text>
<text>• You can use the arcane armor as a spellcasting focus for your artificer spells.</text>
<text>• The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.</text>
<text>• You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Armorer: Armor Model</name>
<text>3rd-level Armorer feature</text>
<text>You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.</text>
<text>Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.</text>
<text>You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.</text>
<name>Armorer: Guardian</name>
<text> You design your armor to be in the front line of conflict. It has the following features:</text>
<text></text>
<text> Thunder Gauntlets.</text>
<text>• Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.</text>
<text> Defensive Field.</text>
<text>• As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<name>Armorer: Infiltrator</name>
<text> You customize your armor for subtle undertakings. It has the following features:</text>
<text></text>
<text> Lightning Launcher.</text>
<text>• A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.</text>
<text> Powered Steps.</text>
<text>• Your walking speed increases by 5 feet.</text>
<text> Second Skin.</text>
<text>• You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.</text>
<text></text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Armorer: Armorer Spells</name>
<text>3rd-level Armorer feature</text>
<text>You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
<text></text>
<text>Armorer Spells</text>
<text>Artificer Level | Spell</text>
<text>3rd | magic missile, thunderwave</text>
<text>5th | mirror image, shatter</text>
<text>9th | hypnotic pattern, lightning bolt</text>
<text>13th | fire shield, greater invisibility</text>
<text>17th | passwall, wall of force</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Armorer: Tools of the Trade</name>
<text>3rd-level Armorer feature</text>
<text>You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -254,7 +331,7 @@
<text>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.</text> <text>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.</text>
<text>The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."</text> <text>The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -270,7 +347,7 @@
<text>13th | ice storm, wall of fire</text> <text>13th | ice storm, wall of fire</text>
<text>17th | cone of cold, wall of force</text> <text>17th | cone of cold, wall of force</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -287,7 +364,7 @@
<text>Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.</text> <text>Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.</text>
<text>Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text> <text>Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -295,7 +372,7 @@
<name>Artillerist: Tool Proficiency</name> <name>Artillerist: Tool Proficiency</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text> <text>When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -303,7 +380,7 @@
<name>Artificer Specialist: Artillerist</name> <name>Artificer Specialist: Artillerist</name>
<text>An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.</text> <text>An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -321,7 +398,7 @@
<text>Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.</text> <text>Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.</text>
<text>Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text> <text>Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -337,7 +414,7 @@
<text>13th | ice storm, wall of fire</text> <text>13th | ice storm, wall of fire</text>
<text>17th | cone of cold, wall of force</text> <text>17th | cone of cold, wall of force</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -350,7 +427,7 @@
<name>Artillerist: Crafting</name> <name>Artillerist: Crafting</name>
<text> If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text> <text> If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -359,7 +436,7 @@
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.</text> <text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.</text>
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text> <text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -369,7 +446,7 @@
<text>• You gain proficiency with martial weapons.</text> <text>• You gain proficiency with martial weapons.</text>
<text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.</text> <text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -385,7 +462,7 @@
<text>13th | aura of purity, fire shield</text> <text>13th | aura of purity, fire shield</text>
<text>17th | banishing smite, mass cure wounds</text> <text>17th | banishing smite, mass cure wounds</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -396,7 +473,7 @@
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.</text> <text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.</text>
<text>At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.</text> <text>At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -404,7 +481,7 @@
<name>Battle Smith: Tool Proficiency</name> <name>Battle Smith: Tool Proficiency</name>
<text>When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text> <text>When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -413,7 +490,7 @@
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.</text> <text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.</text>
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text> <text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -423,7 +500,7 @@
<text>• You gain proficiency with martial weapons.</text> <text>• You gain proficiency with martial weapons.</text>
<text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.</text> <text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -439,7 +516,7 @@
<text>13th | aura of purity, staggering smite</text> <text>13th | aura of purity, staggering smite</text>
<text>17th | banishing smite, mass cure wounds</text> <text>17th | banishing smite, mass cure wounds</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -450,7 +527,7 @@
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.</text> <text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.</text>
<text>At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes.</text> <text>At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -462,7 +539,7 @@
<name>Battle Smith: Crafting</name> <name>Battle Smith: Crafting</name>
<text> If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text> <text> If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3"> <autolevel level="3">
@@ -470,7 +547,7 @@
<name>The Right Tool for the Job</name> <name>The Right Tool for the Job</name>
<text>At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.</text> <text>At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="4"> <autolevel level="4">
@@ -482,7 +559,7 @@
<text>When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text> <text>When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text> <text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="5"> <autolevel level="5">
@@ -493,7 +570,7 @@
<name>Artificer Specialist Feature</name> <name>Artificer Specialist Feature</name>
<text>At 5th level, you gain a feature granted by your Artificer Specialist choice.</text> <text>At 5th level, you gain a feature granted by your Artificer Specialist choice.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="5"> <autolevel level="5">
@@ -501,7 +578,16 @@
<name>Alchemist: Alchemical Savant</name> <name>Alchemist: Alchemical Savant</name>
<text>At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).</text> <text>At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Armorer: Extra Attack</name>
<text>5th-level Armorer feature</text>
<text>You can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="5"> <autolevel level="5">
@@ -510,7 +596,7 @@
<text>At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.</text> <text>At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.</text>
<text>You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.</text> <text>You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="5"> <autolevel level="5">
@@ -518,7 +604,7 @@
<name>Battle Smith: Extra Attack</name> <name>Battle Smith: Extra Attack</name>
<text>Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.</text> <text>Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="6"> <autolevel level="6">
@@ -529,7 +615,7 @@
<name>Tool Expertise</name> <name>Tool Expertise</name>
<text>Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text> <text>Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="7"> <autolevel level="7">
@@ -541,7 +627,7 @@
<text>Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.</text> <text>Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.</text>
<text>You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.</text> <text>You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8"> <autolevel level="8">
@@ -553,7 +639,7 @@
<text>When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text> <text>When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text> <text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="9"> <autolevel level="9">
@@ -564,7 +650,7 @@
<name>Artificer Specialist Feature</name> <name>Artificer Specialist Feature</name>
<text>At 9th level, you gain a feature granted by your Artificer Specialist choice.</text> <text>At 9th level, you gain a feature granted by your Artificer Specialist choice.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="9"> <autolevel level="9">
@@ -574,7 +660,7 @@
<text>• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).</text> <text>• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).</text>
<text>• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text> <text>• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="9"> <autolevel level="9">
@@ -582,7 +668,16 @@
<name>Alchemist: Extra Alchemical Formula</name> <name>Alchemist: Extra Alchemical Formula</name>
<text>At 9th level, you learn an additional Alchemical Formula.</text> <text>At 9th level, you learn an additional Alchemical Formula.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Armorer: Armor Modifications</name>
<text>9th-level Armorer feature</text>
<text>You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="9"> <autolevel level="9">
@@ -592,7 +687,7 @@
<text>• The cannon's damage rolls all increase by 1d8.</text> <text>• The cannon's damage rolls all increase by 1d8.</text>
<text>• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.</text> <text>• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="9"> <autolevel level="9">
@@ -603,7 +698,7 @@
<text>• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.</text> <text>• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.</text>
<text>You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.</text> <text>You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="10"> <autolevel level="10">
@@ -616,7 +711,7 @@
<text>• You can attune to up to four magic items at once.</text> <text>• You can attune to up to four magic items at once.</text>
<text>• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text> <text>• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="11"> <autolevel level="11">
@@ -628,7 +723,7 @@
<text>At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).</text> <text>At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).</text>
<text>While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.</text> <text>While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="12"> <autolevel level="12">
@@ -640,7 +735,7 @@
<text>When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text> <text>When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text> <text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="13"> <autolevel level="13">
@@ -656,7 +751,7 @@
<text>• You can attune to up to five magic items at once.</text> <text>• You can attune to up to five magic items at once.</text>
<text>• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.</text> <text>• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="15"> <autolevel level="15">
@@ -667,7 +762,7 @@
<name>Artificer Specialist Feature</name> <name>Artificer Specialist Feature</name>
<text>At 15th level, you gain a feature granted by your Artificer Specialist choice.</text> <text>At 15th level, you gain a feature granted by your Artificer Specialist choice.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="15"> <autolevel level="15">
@@ -677,7 +772,21 @@
<text>• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.</text> <text>• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.</text>
<text>• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.</text> <text>• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 58</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Armorer: Perfected Armor</name>
<text>15th-level Armorer feature</text>
<text>Your Arcane Armor gains additional benefits based on its model, as shown below.</text>
<name>Armorer: Guardian</name>
<text> When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.</text>
<text> You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</text>
<name>Armorer: Infiltrator</name>
<text> Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="15"> <autolevel level="15">
@@ -687,7 +796,7 @@
<text>• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.</text> <text>• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.</text>
<text>• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.</text> <text>• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 59</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="15"> <autolevel level="15">
@@ -698,7 +807,7 @@
<text>• Your steel defender gains a +2 bonus to Armor Class.</text> <text>• Your steel defender gains a +2 bonus to Armor Class.</text>
<text>• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.</text> <text>• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 60</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="16"> <autolevel level="16">
@@ -710,7 +819,7 @@
<text>When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text> <text>When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text> <text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="17"> <autolevel level="17">
@@ -724,7 +833,7 @@
<name>Magic Item Master</name> <name>Magic Item Master</name>
<text>Starting at 18th level, you can attune to up to six magic items at once.</text> <text>Starting at 18th level, you can attune to up to six magic items at once.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="19"> <autolevel level="19">
@@ -736,7 +845,7 @@
<text>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text> <text>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text> <text>If your DM allows the use of feats, you may instead take a feat.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="20"> <autolevel level="20">
@@ -749,7 +858,7 @@
<text>• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text> <text>• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text>
<text>• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.</text> <text>• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.</text>
<text></text> <text></text>
<text>Source: Eberron: Rising from the Last War p. 54</text> <text>Source: Tasha's Cauldron of Everything</text>
</feature> </feature>
</autolevel> </autolevel>
</class> </class>

View File

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

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Bard</name>
<autolevel level="2">
<feature>
<name>Magical Inspiration</name>
<text>2nd-level bard optional class features</text>
<text>If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Eloquence</name>
<text>Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Eloquence: Silver Tongue</name>
<text>3rd-level College of Eloquence feature</text>
<text>You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>College of Eloquence: Unsettling Words</name>
<text>3rd-level College of Eloquence feature</text>
<text>You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Bardic Versatility</name>
<text>4th-level bard optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:</text>
<text>• Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.</text>
<text>• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Eloquence: Unfailing Inspiration</name>
<text>6th-level College of Eloquence feature</text>
<text>Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>College of Eloquence: Universal Speech</name>
<text>6th-level College of Eloquence feature</text>
<text>You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>College of Eloquence: Infectious Inspiration</name>
<text>14th-level College of Eloquence feature</text>
<text>When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.</text>
<text>You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Cleric</name>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Order Domain</name>
<text>The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.</text>
<text>The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.</text>
<text>Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Order Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | command, heroism</text>
<text>3rd | hold person, zone of truth</text>
<text>5th | mass healing word, slow</text>
<text>7th | compulsion, locate creature</text>
<text>9th | commune, dominate person</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Order Domain: Bonus Proficiencies</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Order Domain: Voice of Authority</name>
<text>Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.</text>
<text>If the spell targets more than one ally, you choose the ally who can make the attack.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Channel Divinity: Harness Divine Power</name>
<text>2nd-level cleric optional class features</text>
<text>You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Order Domain: Channel Divinity: Order's Demand</name>
<text>Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.</text>
<text>As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Cantrip Versatility</name>
<text>4th-level cleric optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Order Domain: Embodiment of the Law</name>
<text>At 6th level, you become remarkably adept at channeling magical energy to compel others.</text>
<text>If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Order Domain: Blessed Strikes</name>
<text>8th-level cleric optional class features, which replaces the Divine Strike feature</text>
<text>You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Order Domain: Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Order Domain: Order's Wrath</name>
<text>Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Druid</name>
<autolevel level="2">
<feature>
<name>Wild Companion</name>
<text>2nd-level druid optional class features</text>
<text>You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.</text>
<text>When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Spores</name>
<text>Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.</text>
<text>These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.</text>
<text>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Circle Spells</name>
<text>Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.</text>
<text>Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
<text></text>
<text>Circle of Spores Spells</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | blindness/deafness, gentle repose</text>
<text>5th | animate dead, gaseous form</text>
<text>7th | blight, confusion</text>
<text>9th | cloudkill, contagion</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Halo of Spores</name>
<text>Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Symbiotic Entity</name>
<text>At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:</text>
<text>• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.</text>
<text>• Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.</text>
<text>These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Stars</name>
<text>The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.</text>
<text>Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Stars: Star Map</name>
<text>2nd-level Circle of the Stars feature</text>
<text>You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.</text>
<text></text>
<text>Star Map</text>
<text>d6 | Map Form</text>
<text>1 | A scroll covered with depictions of constellations</text>
<text>2 | A stone tablet with fine holes drilled through it</text>
<text>3 | A speckled owlbear hide, tooled with raised marks</text>
<text>4 | A collection of maps bound in an ebony cover</text>
<text>5 | A crystal that projects starry patterns when placed before a light</text>
<text>6 | Glass disks that depict constellations</text>
<text>While holding this map, you have these benefits:</text>
<text>• You know the guidance cantrip.</text>
<text>• You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.</text>
<text>• You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Stars: Starry Form</name>
<text>2nd-level Circle of the Stars feature</text>
<text>As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.</text>
<text>While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.</text>
<text>Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:</text>
<name>Circle of Stars: Archer</name>
<text> A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.</text>
<name>Circle of Stars: Chalice</name>
<text> A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.</text>
<name>Circle of Stars: Dragon</name>
<text> A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Wildfire</name>
<text>Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Wildfire: Circle Spells</name>
<text>2nd-level Circle of Wildfire feature</text>
<text>You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.</text>
<text>Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
<text></text>
<text>Circle of Wildfire Spells</text>
<text>Druid Level | Circle Spells</text>
<text>2nd | burning hands, cure wounds</text>
<text>3rd | flaming sphere, scorching ray</text>
<text>5th | plant growth, revivify</text>
<text>7th | aura of life, fire shield</text>
<text>9th | flame strike, mass cure wounds</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Wildfire: Summon Wildfire Spirit</name>
<text>2nd-level Circle of Wildfire feature</text>
<text>You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.</text>
<text>The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.</text>
<text>The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.</text>
<text>In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.</text>
<text>The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Cantrip Versatility</name>
<text>4th-level druid optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Spores: Fungal Infestation</name>
<text>At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.</text>
<text>In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Stars: Cosmic Omen</name>
<text>6th-level Circle of the Stars feature</text>
<text>Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:</text>
<text></text>
<text> Weal (even).</text>
<text>• Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.</text>
<text> Woe (odd).</text>
<text>• Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.</text>
<text></text>
<text>You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Wildfire: Enhanced Bond</name>
<text>6th-level Circle of Wildfire feature</text>
<text>The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.</text>
<text>In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of Spores: Spreading Spores</name>
<text>At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.</text>
<text>Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.</text>
<text>While the cube of spores persists, you can't use your Halo of Spores reaction.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of Stars: Twinkling Constellations</name>
<text>10th-level Circle of the Stars feature</text>
<text>The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.</text>
<text>Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of Wildfire: Cauterizing Flames</name>
<text>10th-level Circle of Wildfire feature</text>
<text>You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.</text>
<text>You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of Spores: Fungal Body</name>
<text>At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of Stars: Full of Stars</name>
<text>14th-level Circle of the Stars feature</text>
<text>While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of Wildfire: Blazing Revival</name>
<text>14th-level Circle of Wildfire feature</text>
<text>The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</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: Psi Warrior</name>
<text>Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.</text>
<text>As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Psi Warrior: Psionic Power</name>
<text>3rd-level Psi Warrior feature</text>
<text>You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.</text>
<text>Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.</text>
<text>When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
<text>The powers below use your Psionic Energy dice.</text>
<text></text>
<text> Protective Field.</text>
<text>• When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.</text>
<text> Psionic Strike.</text>
<text>• You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.</text>
<text> Telekinetic Movement.</text>
<text>• You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.</text>
<text></text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Rune Knight</name>
<text>Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Rune Knight: Bonus Proficiencies</name>
<text>3rd-level Rune Knight feature</text>
<text>You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Rune Knight: Giant's Might</name>
<text>3rd-level Rune Knight feature</text>
<text>You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:</text>
<text>• If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.</text>
<text>• You have advantage on Strength checks and Strength saving throws.</text>
<text>• Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Rune Knight: Rune Carver</name>
<text>3rd-level Rune Knight feature</text>
<text>You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.</text>
<text>Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.</text>
<text></text>
<text>Runes Known</text>
<text>Fighter Level | Number of Runes</text>
<text>3rd | 2</text>
<text>7th | 3</text>
<text>10th | 4</text>
<text>15th | 5</text>
<text>The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.</text>
<name>Rune Knight: Cloud Rune</name>
<text> This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.</text>
<text> In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Fire Rune</name>
<text> This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
<text> In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Frost Rune</name>
<text> This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.</text>
<text> In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Stone Rune</name>
<text> This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.</text>
<text> In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Hill Rune (7th Level or Higher)</name>
<text> This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.</text>
<text> In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<name>Rune Knight: Storm Rune (7th Level or Higher)</name>
<text> Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.</text>
<text> In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Martial Versatility</name>
<text>4th-level fighter optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:</text>
<text>• Replace a fighting style you know with another fighting style available to fighters.</text>
<text>• If you know any maneuvers from the fighter archetype, you can replace one maneuver you know with a different maneuver.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Psi Warrior: Telekinetic Adept</name>
<text>7th-level Psi Warrior feature</text>
<text>You have mastered new ways to use your telekinetic abilities, detailed below.</text>
<text></text>
<text> Psi-Powered Leap.</text>
<text>• As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.</text>
<text> Telekinetic Thrust.</text>
<text>• When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.</text>
<text></text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Rune Knight: Runic Shield</name>
<text>7th-level Rune Knight feature</text>
<text>You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Psi Warrior: Guarded Mind</name>
<text>10th-level Psi Warrior feature</text>
<text>The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Rune Knight: Great Stature</name>
<text>10th-level Rune Knight feature</text>
<text>The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.</text>
<text>Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Psi Warrior: Bulwark of Force</name>
<text>15th-level Psi Warrior feature</text>
<text>You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.</text>
<text>Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Rune Knight: Master of Runes</name>
<text>15th-level Rune Knight feature</text>
<text>You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Psi Warrior: Telekinetic Master</name>
<text>18th-level Psi Warrior feature</text>
<text>Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.</text>
<text>Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Rune Knight: Runic Juggernaut</name>
<text>18th-level Rune Knight feature</text>
<text>You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Monk</name>
<autolevel level="2">
<feature>
<name>Dedicated Weapon</name>
<text>2nd-level monk optional class features</text>
<text>You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.</text>
<text>The chosen weapon must meet these criteria:</text>
<text>• The weapon must be a simple or martial weapon.</text>
<text>• You must be proficient with it.</text>
<text>• It must lack the heavy and special properties.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of Mercy</name>
<text>Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.</text>
<text>Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.</text>
<text>The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of Mercy: Hand of Harm</name>
<text>3rd-level Way of Mercy feature</text>
<text>You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of Mercy: Hand of Healing</name>
<text>3rd-level Way of Mercy feature</text>
<text>Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.</text>
<text>When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of Mercy: Implements of Mercy</name>
<text>3rd-level Way of Mercy feature</text>
<text>You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.</text>
<text>You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.</text>
<text></text>
<text>Merciful Mask</text>
<text>d6 | Mask Appearance</text>
<text>1 | Raven</text>
<text>2 | Blank and white</text>
<text>3 | Crying visage</text>
<text>4 | Laughing visage</text>
<text>5 | Skull</text>
<text>6 | Butterfly</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of the Astral Self</name>
<text>A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their rue selves in service to the mighty.</text>
<name>Way of the Astral Self: Forms of Your Astral Self</name>
<text> The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.</text>
<text> When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Way of the Astral Self: Arms of the Astral Self</name>
<text>3rd-level Way of the Astral Self feature</text>
<text>Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.</text>
<text>For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.</text>
<text>While the spectral arms are present, you gain the following benefits:</text>
<text>• You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.</text>
<text>• You can use the spectral arms to make unarmed strikes.</text>
<text>• When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.</text>
<text>• The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Ki-Fueled Attack</name>
<text>3rd-level monk optional class features</text>
<text>If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Quickened Healing</name>
<text>4th-level monk optional class features</text>
<text>As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Focused Aim</name>
<text>5th-level monk optional class features</text>
<text>When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of Mercy: Physician's Touch</name>
<text>6th-level Way of Mercy feature</text>
<text>You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.</text>
<text>When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.</text>
<text>When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Way of the Astral Self: Visage of the Astral Self</name>
<text>6th-level Way of the Astral Self feature</text>
<text>You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.</text>
<text>The spectral visage covers your face like a helmet or mask. You determine its appearance.</text>
<text>While the spectral visage is present, you gain the following benefits.</text>
<name>Way of the Astral Self: Astral Sight</name>
<text> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</text>
<name>Way of the Astral Self: Wisdom of the Spirit</name>
<text> You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.</text>
<name>Way of the Astral Self: Word of the Spirit</name>
<text> When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of Mercy: Flurry of Healing and Harm</name>
<text>11th-level Way of Mercy feature</text>
<text>You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.</text>
<text>In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Way of the Astral Self: Body of the Astral Self</name>
<text>11th-level Way of the Astral Self feature</text>
<text>When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.</text>
<text>While the spectral body is present, you gain the following benefits.</text>
<name>Way of the Astral Self: Deflect Energy</name>
<text> When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).</text>
<name>Way of the Astral Self: Empowered Arms</name>
<text> Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of Mercy: Hand of Ultimate Mercy</name>
<text>17th-level Way of Mercy feature</text>
<text>Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Way of the Astral Self: Awakened Astral Self</name>
<text>17th-level Way of the Astral Self feature</text>
<text>Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.</text>
<text>While your astral self is awakened, you gain the following benefits.</text>
<name>Way of the Astral Self: Armor of the Spirit</name>
<text> You gain a +2 bonus to Armor Class.</text>
<name>Way of the Astral Self: Astral Barrage</name>
<text> Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</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 Glory</name>
<text>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Channel Divinity</name>
<text>3rd-level Oath of Glory feature</text>
<text>You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Oath Spells</name>
<text>3rd-level Oath of Glory feature</text>
<text>You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.</text>
<text></text>
<text>Oath of Glory Spells</text>
<text>Paladin Level | Spells</text>
<text>3rd | guiding bolt, heroism</text>
<text>5th | enhance ability, magic weapon</text>
<text>9th | haste, protection from energy</text>
<text>13th | compulsion, freedom of movement</text>
<text>17th | commune, flame strike</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Tenets of Glory</name>
<text>The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.</text>
<text></text>
<text>Actions over Words</text>
<text> Strive to be known by glorious deeds, not words.</text>
<text></text>
<text>Challenges Are but Tests</text>
<text> Face hardships with courage, and encourage your allies to face them with you.</text>
<text></text>
<text>Hone the Body</text>
<text> Like raw stone, your body must be worked so its potential can be realized.</text>
<text></text>
<text>Discipline the Soul</text>
<text> You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Inspiring Smite</name>
<text>Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of Glory: Peerless Athlete</name>
<text>As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Sacred Oath: Oath of the Watchers</name>
<text>The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.</text>
<text>Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Watchers: Channel Divinity</name>
<text>3rd-level Oath of the Watchers feature</text>
<text>You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</text>
<name>Oath of the Watchers: Watcher's Will</name>
<text> You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.</text>
<name>Oath of the Watchers: Abjure the Extraplanar</name>
<text> You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</text>
<text> A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Watchers: Oath Spells</name>
<text>3rd-level Oath of the Watchers feature</text>
<text>You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.</text>
<text></text>
<text>Oath of the Watchers Spells Spells</text>
<text>Paladin Level | Spells</text>
<text>3rd | alarm, detect magic</text>
<text>5th | moonbeam, see invisibility</text>
<text>9th | counterspell, nondetection</text>
<text>13th | aura of purity, banishment</text>
<text>17th | hold monster, scrying</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Oath of the Watchers: Tenets of the Watchers</name>
<text>A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.</text>
<name>Oath of the Watchers: Vigilance</name>
<text> The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.</text>
<name>Oath of the Watchers: Loyalty</name>
<text> Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.</text>
<name>Oath of the Watchers: Discipline</name>
<text> You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Martial Versatility</name>
<text>4th-level paladin optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Oath of Glory: Aura of Alacrity</name>
<text>7th-level Oath of Glory feature</text>
<text>You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.</text>
<text>When you reach 18th level in this class, the range of the aura increases to 10 feet.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Oath of the Watchers: Aura of the Sentinel</name>
<text>7th-level Oath of the Watchers feature</text>
<text>You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.</text>
<text>At 18th level, the range of this aura increases to 30 feet.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Oath of Glory: Glorious Defense</name>
<text>15th-level Oath of Glory feature</text>
<text>You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.</text>
<text>You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Oath of the Watchers: Vigilant Rebuke</name>
<text>15th-level Oath of the Watchers feature</text>
<text>You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Oath of Glory: Living Legend</name>
<text>20th-level Oath of Glory feature</text>
<text>You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:</text>
<text>• You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.</text>
<text>• Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.</text>
<text>• If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.</text>
<text>Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Oath of the Watchers: Mortal Bulwark</name>
<text>20th-level Oath of the Watchers feature</text>
<text>You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:</text>
<text>• You gain truesight with a range of 120 feet.</text>
<text>• You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.</text>
<text>• When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.</text>
<text>Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Ranger</name>
<autolevel level="1">
<feature>
<name>Favored Foe</name>
<text>1st-level ranger optional class features, which replaces the Favored Enemy feature and works with the Foe Slayer feature</text>
<text>When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).</text>
<text>The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.</text>
<text>You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Deft Explorer</name>
<text>1st-level ranger optional class features, which replaces the Natural Explorer feature</text>
<text>You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Canny</name>
<text>Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.</text>
<text>You can also speak, read, and write two additional languages of your choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Roving</name>
<text>Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Tireless</name>
<text>As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Spellcasting Focus</name>
<text>2nd-level ranger optional class features</text>
<text>You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Primal Awareness</name>
<text>3rd-level ranger optional class features, which replaces the Primeval Awareness feature</text>
<text>You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.</text>
<text></text>
<text>Primal Awareness Spells</text>
<text>Ranger Level | Spell</text>
<text>3rd | speak with animals</text>
<text>5th | beast sense</text>
<text>9th | speak with plants</text>
<text>13th | locate creature</text>
<text>17th | commune with nature</text>
<text>You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Martial Versatility</name>
<text>4th-level ranger optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature>
<name>Nature's Veil</name>
<text>10th-level ranger optional class features, which replaces the Hide in Plain Sight feature</text>
<text>You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Rogue</name>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Phantom</name>
<text>Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.</text>
<text>Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.</text>
<text>How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Phantom: Wails from the Grave</name>
<text>3rd-level Phantom feature</text>
<text>As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Phantom: Whispers of the Dead</name>
<text>3rd-level Phantom feature</text>
<text>Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Roguish Archetype: Soulknife</name>
<text>Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.</text>
<text>Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.</text>
<text>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Soulknife: Psionic Power</name>
<text>3rd-level Soulknife feature</text>
<text>You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.</text>
<text>Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.</text>
<text>When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
<text>The powers below use your Psionic Energy dice.</text>
<name>Soulknife: Psi-Bolstered Knack</name>
<text> When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.</text>
<name>Soulknife: Psychic Whispers</name>
<text> You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.</text>
<text> The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Soulknife: Psychic Blades</name>
<text>3rd-level Soulknife feature</text>
<text>You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.</text>
<text>After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Steady Aim</name>
<text>3rd-level rogue optional class features</text>
<text>As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Phantom: Tokens of the Departed</name>
<text>9th-level Phantom feature</text>
<text>When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinket table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.</text>
<text>You can use soul trinkets in the following ways:</text>
<text>• While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.</text>
<text>• When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.</text>
<text>• As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Soulknife: Soul Blades</name>
<text>9th-level Soulknife feature</text>
<text>Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:</text>
<name>Soulknife: Homing Strikes</name>
<text> If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.</text>
<name>Soulknife: Psychic Teleportation</name>
<text> As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Phantom: Ghost Walk</name>
<text>13th-level Phantom feature</text>
<text>You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.</text>
<text>You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="13">
<feature optional="YES">
<name>Soulknife: Psychic Veil</name>
<text>13th-level Soulknife feature</text>
<text>You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.</text>
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Phantom: Death's Friend</name>
<text>17th-level Phantom feature</text>
<text>Your association with death has become so close that you gain the following benefits:</text>
<text>• When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.</text>
<text>• At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Soulknife: Rend Mind</name>
<text>17th-level Soulknife feature</text>
<text>You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Sorcerer</name>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Aberrant Mind</name>
<text>An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?</text>
<text>As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.</text>
<text></text>
<text>Aberrant Origins</text>
<text>d6 | Origin</text>
<text>1 | You were exposed to the Far Realm's warping in- fluence. You are convinced that a tentacle is now growing on you, but no one else can see it.</text>
<text>2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.</text>
<text>3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.</text>
<text>4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.</text>
<text>5 | As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.</text>
<text>6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Aberrant Mind: Psionic Spells</name>
<text>1st-level Aberrant Mind feature</text>
<text>You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.</text>
<text>Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.</text>
<text></text>
<text>Psionic Spells</text>
<text>Sorcerer Level | Spells</text>
<text>1st | arms of Hadar, dissonant whispers</text>
<text>3rd | calm emotions, detect thoughts</text>
<text>5th | hunger of Hadar, sending</text>
<text>7th | Evard's black tentacles, summon aberration</text>
<text>9th | Rary's telepathic bond, telekinesis</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Aberrant Mind: Telepathic Speech</name>
<text>1st-level Aberrant Mind feature</text>
<text>You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.</text>
<text>The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Clockwork Soul</name>
<text>The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Clockwork Soul: Clockwork Magic</name>
<text>1st-level Clockwork Soul feature</text>
<text>You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.</text>
<text>Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.</text>
<text></text>
<text>Clockwork Spells</text>
<text>Sorcerer Level | Spells</text>
<text>1st | alarm, protection from evil and good</text>
<text>3rd | aid, lesser restoration</text>
<text>5th | dispel magic, protection from energy</text>
<text>7th | freedom of movement, summon construct</text>
<text>9th | greater restoration, wall of force</text>
<text>In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.</text>
<text></text>
<text>Manifestations of Order</text>
<text>d6 | Manifestation</text>
<text>1 | Spectral cogwheels hover behind you.</text>
<text>2 | The hands of a clock spin in your eyes.</text>
<text>3 | Your skin glows with a brassy sheen.</text>
<text>4 | Floating equations and geometric objects overlay your body.</text>
<text>5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.</text>
<text>6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Clockwork Soul: Restore Balance</name>
<text>1st-level Clockwork Soul feature</text>
<text>Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Metamagic Options</name>
<text>3rd-level sorcerer optional class features</text>
<text>When you choose Metamagic options, you have access to the following additional options.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
<feature optional="YES">
<name>Metamagic Options: Seeking Spell</name>
<text>If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.</text>
<text>You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
<feature optional="YES">
<name>Metamagic Options: Transmuted Spell</name>
<text>When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Sorcerous Versatility</name>
<text>4th-level sorcerer optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:</text>
<text>• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.</text>
<text>• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Magical Guidance</name>
<text>5th-level sorcerer feature</text>
<text>You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aberrant Mind: Psionic Sorcery</name>
<text>6th-level Aberrant Mind feature</text>
<text>When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.</text>
<text>If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Aberrant Mind: Psychic Defenses</name>
<text>6th-level Aberrant Mind feature</text>
<text>You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Clockwork Soul: Bastion of Law</name>
<text>6th-level Clockwork Soul feature</text>
<text>You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.</text>
<text>The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Aberrant Mind: Revelation in Flesh</name>
<text>14th-level Aberrant Mind feature</text>
<text>You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:</text>
<text>• You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.</text>
<text>• You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.</text>
<text>• You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.</text>
<text>• Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Clockwork Soul: Trance of Order</name>
<text>14th-level Clockwork Soul feature</text>
<text>You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.</text>
<text>Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Aberrant Mind: Warping Implosion</name>
<text>18th-level Aberrant Mind feature</text>
<text>You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.</text>
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Clockwork Soul: Clockwork Cavalcade</name>
<text>18th-level Clockwork Soul feature</text>
<text>You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:</text>
<text>• The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.</text>
<text>• Any damaged objects entirely in the cube are repaired instantly.</text>
<text>• Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.</text>
<text>Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Warlock</name>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Fathomless</name>
<text>You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?</text>
<text>Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.</text>
<text>Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.</text>
<text></text>
<text>Expanded Spell List</text>
<text> 1st-level Fathomless feature</text>
<text> The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
<text></text>
<text>Fathomless Expanded Spells</text>
<text>Spell Level | Spells</text>
<text>1st | create or destroy water, thunderwave</text>
<text>2nd | gust of wind, silence</text>
<text>3rd | lightning bolt, sleet storm</text>
<text>4th | control water, summon elemental (water only)</text>
<text>5th | Bigby's hand (appears as a tentacle), cone of cold</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Fathomless: Gift of the Sea</name>
<text>1st-level Fathomless feature</text>
<text>You gain a swimming speed of 40 feet, and you can breathe underwater.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Fathomless: Tentacle of the Deeps</name>
<text>1st-level Fathomless feature</text>
<text>You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.</text>
<text>When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.</text>
<text>As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.</text>
<text>You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Genie</name>
<text>You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.</text>
<text>You choose your patron's kind or determine it randomly, using the Genie Kind table.</text>
<text></text>
<text>Genie Kind</text>
<text>d4 | Kind | Element</text>
<text>1 | Dao | Earth</text>
<text>2 | Djinni | Air</text>
<text>3 | Efreeti | Fire</text>
<text>4 | Marid | Water</text>
<name>The Genie: Expanded Spell List</name>
<text> 1st-level Genie feature</text>
<text> The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.</text>
<text></text>
<text>Genie Expanded Spells</text>
<text>Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells</text>
<text>1st | detect evil and good | sanctuary | thunderwave | burning hands | fog cloud</text>
<text>2nd | phantasmal force | spike growth | gust of wind | scorching ray | blur</text>
<text>3rd | create food and water | meld into stone | wind wall | fireball | sleet storm</text>
<text>4th | phantasmal killer | stone shape | greater invisibility | fire shield | control water</text>
<text>5th | creation | wall of stone | seeming | flame strike | cone of cold</text>
<text>9th | wish | — | — | — | —</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>The Genie: Genie's Vessel</name>
<text>1st-level Genie feature</text>
<text>Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.</text>
<text></text>
<text>Genie's Vessel</text>
<text>d6 | Vessel</text>
<text>1 | Oil lamp</text>
<text>2 | Urn</text>
<text>3 | Ring with a compartment</text>
<text>4 | Stoppered bottle</text>
<text>5 | Hollow statuette</text>
<text>6 | Ornate lantern</text>
<text>While you are touching the vessel, you can use it in the following ways:</text>
<name>The Genie: Bottled Respite</name>
<text> As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.</text>
<name>The Genie: Genie's Wrath</name>
<text> Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).</text>
<text> The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.</text>
<text> If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4">
<feature>
<name>Eldritch Versatility</name>
<text>4th-level warlock optional class features</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:</text>
<text>• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.</text>
<text>• Replace the option you chose for the Pact Boon feature with one of that feature's other options.</text>
<text>• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level. If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Fathomless: Guardian Coil</name>
<text>6th-level Fathomless feature</text>
<text>Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Fathomless: Oceanic Soul</name>
<text>6th-level Fathomless feature</text>
<text>You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>The Genie: Elemental Gift</name>
<text>6th-level Genie feature</text>
<text>You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).</text>
<text>In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Fathomless: Grasping Tentacles</name>
<text>10th-level Fathomless feature</text>
<text>You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>The Genie: Sanctuary Vessel</name>
<text>10th-level Genie feature</text>
<text>When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.</text>
<text>As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.</text>
<text>In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Fathomless: Fathomless Plunge</name>
<text>14th-level Fathomless feature</text>
<text>You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>The Genie: Limited Wish</name>
<text>14th-level Genie feature</text>
<text>You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.</text>
<text>Once you use this feature, you can't use it again until you finish 1d4 long rests.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Wizard</name>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Bladesinging</name>
<text>Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Bladesinging: Bladesinger Styles</name>
<text>From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.</text>
<text>Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.</text>
<text></text>
<text>Cat</text>
<text> Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.</text>
<text></text>
<text>Bird</text>
<text> Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat.</text>
<text></text>
<text>Snake</text>
<text> Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Bladesinging: Bladesong</name>
<text>Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.</text>
<text>You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).</text>
<text>While your bladesong is active, you gain the following benefits:</text>
<text>• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).</text>
<text>• Your walking speed increases by 10 feet.</text>
<text>• You have advantage on Dexterity (Acrobatics) checks.</text>
<text>• You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Bladesinging: Restriction: Elves Only</name>
<text>Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.</text>
<text>Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Bladesinging: Training in War and Song (Bladesinging)</name>
<text>When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.</text>
<text>You also gain proficiency in the Performance skill if you don't already have it.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Order of Scribes</name>
<text>Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.</text>
<text>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Order of Scribes: Awakened Spellbook</name>
<text>2nd-level Order of Scribes feature</text>
<text>Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.</text>
<text>While you are holding the book, it grants you the following benefits:</text>
<text>• You can use the book as a spellcasting focus for your wizard spells.</text>
<text>• When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.</text>
<text>• When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.</text>
<text>If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Order of Scribes: Wizardly Quill</name>
<text>2nd-level Order of Scribes feature</text>
<text>As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:</text>
<text>• The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.</text>
<text>• The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.</text>
<text>• You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.</text>
<text>This quill disappears if you create another one or if you die.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Cantrip Formulas</name>
<text>3rd-level wizard optional class features</text>
<text>You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Bladesinging: Extra Attack</name>
<text>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Order of Scribes: Manifest Mind</name>
<text>6th-level Order of Scribes feature</text>
<text>You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).</text>
<text>While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).</text>
<text>Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.</text>
<text>The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.</text>
<text>Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Bladesinging: Song of Defense</name>
<text>Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Order of Scribes: Master Scrivener</name>
<text>10th-level Order of Scribes feature</text>
<text>Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.</text>
<text>The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.</text>
<text>You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Bladesinging: Song of Victory</name>
<text>Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Order of Scribes: One with the Word</name>
<text>14th-level Order of Scribes feature</text>
<text>Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.</text>
<text>Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.</text>
<text>Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.</text>
<text>Once you use this reaction, you can't do so again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
</class>
</compendium>

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

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

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

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Blade of Disaster</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>9</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 bonus action</time>
<range>60 feet</range>
<components>V, S</components>
<duration>Concentration, up to 1 minute</duration>
<text>You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force.
Source: Tasha's Cauldron of Everything, Icewind Dale: Rime of the Frostmaiden p. 318</text>
<roll>4d12</roll>
<roll>8d12</roll>
<roll>12d12</roll>
</spell>
<spell>
<name>Booming Blade</name>
<classes>Artificer, Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (5-foot radius)</range>
<components>V, M (a melee weapon worth at least 1 sp)</components>
<duration>1 round</duration>
<text>You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 142</text>
<roll>1d8</roll>
<roll>2d8</roll>
<roll>3d8</roll>
<roll>4d8</roll>
</spell>
<spell>
<name>Dream of the Blue Veil</name>
<classes>Bard, Sorcerer, Warlock, Wizard</classes>
<level>7</level>
<school>C</school>
<ritual>NO</ritual>
<time>10 minutes</time>
<range>20 feet</range>
<components>V, S, M (a magic item or a willing creature from the destination world)</components>
<duration>6 hours</duration>
<text>You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Green-Flame Blade</name>
<classes>Artificer, Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (5-foot radius)</range>
<components>V, M (a melee weapon worth at least 1 sp)</components>
<duration>Instantaneous</duration>
<text>You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</text>
<roll>1d8</roll>
<roll>1d8+SPELL</roll>
<roll>2d8</roll>
<roll>3d8</roll>
</spell>
<spell>
<name>Intellect Fortress</name>
<classes>Bard, Sorcerer, Warlock, Wizard</classes>
<level>3</level>
<school>A</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>30 feet</range>
<components>V</components>
<duration>Concentration, up to 1 hour</duration>
<text>For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Lightning Lure</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (15-foot radius)</range>
<components>V</components>
<duration>Instantaneous</duration>
<text>You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</text>
<roll>1d8</roll>
<roll>2d8</roll>
<roll>3d8</roll>
<roll>4d8</roll>
</spell>
<spell>
<name>Mind Sliver</name>
<classes>Sorcerer (Aberrant Mind), Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V</components>
<duration>1 round</duration>
<text>You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Source: Tasha's Cauldron of Everything</text>
<roll>1d6</roll>
<roll>1d4</roll>
<roll>2d6</roll>
<roll>3d6</roll>
<roll>4d6</roll>
</spell>
<spell>
<name>Spirit Shroud</name>
<classes>Cleric, Paladin, Warlock, Wizard</classes>
<level>3</level>
<school>N</school>
<ritual>NO</ritual>
<time>1 bonus action</time>
<range>Self</range>
<components>V, S</components>
<duration>Concentration, up to 1 minute</duration>
<text>You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Source: Tasha's Cauldron of Everything</text>
<roll>1d8</roll>
</spell>
<spell>
<name>Summon Aberration</name>
<classes>Sorcerer (Aberrant Mind), Warlock, Wizard</classes>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Summon Beast</name>
<classes>Druid, Ranger</classes>
<level>2</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Summon Celestial</name>
<classes>Cleric, Paladin</classes>
<level>5</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a golden reliquary worth at least 500 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Summon Construct</name>
<classes>Sorcerer (Clockwork Soul), Artificer, Wizard</classes>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (an ornate stone and metal lockbox worth at least 400 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Summon Elemental</name>
<classes>Warlock (Fathomless), Druid, Ranger, Wizard</classes>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Summon Fey</name>
<classes>Druid, Ranger, Warlock, Wizard</classes>
<level>3</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a gilded flower worth at least 300 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Summon Fiend</name>
<classes>Warlock, Wizard</classes>
<level>6</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Summon Shadowspawn</name>
<classes>Warlock, Wizard</classes>
<level>3</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (tears inside a gem worth at least 300 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Summon Undead</name>
<classes>Warlock</classes>
<level>3</level>
<school>N</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (a gilded skull worth at least 300 gp)</components>
<duration>Concentration, up to 1 hour</duration>
<text>You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Source: Tasha's Cauldron of Everything</text>
</spell>
<spell>
<name>Sword Burst</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>0</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (5-foot radius)</range>
<components>V</components>
<duration>Instantaneous</duration>
<text>You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</text>
<roll>1d6</roll>
<roll>2d6</roll>
<roll>3d6</roll>
<roll>4d6</roll>
</spell>
<spell>
<name>Tasha's Caustic Brew</name>
<classes>Artificer, Sorcerer, Wizard</classes>
<level>1</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (30-foot line)</range>
<components>V, S, M (a bit of rotten food)</components>
<duration>Concentration, up to 1 minute</duration>
<text>A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Source: Tasha's Cauldron of Everything</text>
<roll>2d4</roll>
</spell>
<spell>
<name>Tasha's Mind Whip</name>
<classes>Sorcerer, Wizard</classes>
<level>2</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V</components>
<duration>1 round</duration>
<text>You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Source: Tasha's Cauldron of Everything</text>
<roll>3d6</roll>
</spell>
<spell>
<name>Tasha's Otherworldly Guise</name>
<classes>Sorcerer, Warlock, Wizard</classes>
<level>6</level>
<school>T</school>
<ritual>NO</ritual>
<time>1 bonus action</time>
<range>Self</range>
<components>V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)</components>
<duration>Concentration, up to 1 minute</duration>
<text>Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
• You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
• You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
• Spectral wings appear on your back, giving you a flying speed of 40 feet.
• You have a +2 bonus to AC.
• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Source: Tasha's Cauldron of Everything</text>
</spell>
</compendium>

View File

@@ -275,7 +275,7 @@ Source: Tomb of Annihilation p. 208</text>
</item> </item>
<item> <item>
<name>Tej</name> <name>Tej</name>
<detail></detail> <detail>Food and Drink</detail>
<type>G</type> <type>G</type>
<weight>5</weight> <weight>5</weight>
<property></property> <property></property>

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<monster> <monster>
<name>Aberrant Spirit</name> <name>Aberrant Spirit (UA)</name>
<size>M</size> <size>M</size>
<type>aberration</type> <type>aberration</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
@@ -57,7 +57,7 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Bestial Spirit</name> <name>Bestial Spirit (UA)</name>
<size>S</size> <size>S</size>
<type>beast</type> <type>beast</type>
<alignment>Unaligned</alignment> <alignment>Unaligned</alignment>
@@ -109,7 +109,7 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Celestial Spirit</name> <name>Celestial Spirit (UA)</name>
<size>L</size> <size>L</size>
<type>celestial</type> <type>celestial</type>
<alignment>Neutral Good</alignment> <alignment>Neutral Good</alignment>
@@ -157,7 +157,7 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Elemental Spirit</name> <name>Elemental Spirit (UA)</name>
<size>M</size> <size>M</size>
<type>elemental</type> <type>elemental</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
@@ -201,7 +201,7 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Fey Spirit</name> <name>Fey Spirit (UA)</name>
<size>S</size> <size>S</size>
<type>fey</type> <type>fey</type>
<alignment>Chaotic Good</alignment> <alignment>Chaotic Good</alignment>
@@ -257,7 +257,7 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Fiendish Spirit</name> <name>Fiendish Spirit (UA)</name>
<size>L</size> <size>L</size>
<type>fiend</type> <type>fiend</type>
<alignment></alignment> <alignment></alignment>
@@ -317,7 +317,7 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 6</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Shadow Spirit</name> <name>Shadow Spirit (UA)</name>
<size>M</size> <size>M</size>
<type>monstrosity</type> <type>monstrosity</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>
@@ -373,7 +373,7 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Undead Spirit</name> <name>Undead Spirit (UA)</name>
<size>M</size> <size>M</size>
<type>undead</type> <type>undead</type>
<alignment>Neutral Evil</alignment> <alignment>Neutral Evil</alignment>

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<monster> <monster>
<name>Dancing Item</name> <name>Dancing Item (UA)</name>
<size>L</size> <size>L</size>
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
@@ -26,7 +26,7 @@
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<trait> <trait>
<name>Hit Points</name> <name>Hit Points</name>
<text>equal the dancing item's Constitution modifier + your Charisma modifier + five times your level in this class</text> <text>equal the Dancing Item (UA)'s Constitution modifier + your Charisma modifier + five times your level in this class</text>
</trait> </trait>
<trait> <trait>
<name>Endless Waltz</name> <name>Endless Waltz</name>

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<monster> <monster>
<name>Drake Companion</name> <name>Drake Companion (UA)</name>
<size>S</size> <size>S</size>
<type>dragon</type> <type>dragon</type>
<alignment>Any alignment</alignment> <alignment>Any alignment</alignment>

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<monster> <monster>
<name>Alchemical Homunculus (Unearthed Arcana)</name> <name>Alchemical Homunculus (UA)</name>
<size>T</size> <size>T</size>
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
@@ -48,7 +48,7 @@ Source: Unearthed Arcana: Artificer Revisited p. 6</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Iron Defender (Unearthed Arcana)</name> <name>Iron Defender (UA)</name>
<size>M</size> <size>M</size>
<type>construct</type> <type>construct</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
@@ -73,15 +73,15 @@ Source: Unearthed Arcana: Artificer Revisited p. 6</description>
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<trait> <trait>
<name>Hit Points</name> <name>Hit Points</name>
<text>equal to five times your level in this class + your Intelligence modifier + the Iron Defender (Unearthed Arcana)'s Constitution modifier</text> <text>equal to five times your level in this class + your Intelligence modifier + the Iron Defender (UA)'s Constitution modifier</text>
</trait> </trait>
<trait> <trait>
<name>Might of the Master</name> <name>Might of the Master</name>
<text>The following numbers increase by 1 when your proficiency bonus increases by 1: the Iron Defender (Unearthed Arcana)'s skill bonuses, the bonuses to hit and damage of its bite, and the number of hit points restored by its Repair action.</text> <text>The following numbers increase by 1 when your proficiency bonus increases by 1: the Iron Defender (UA)'s skill bonuses, the bonuses to hit and damage of its bite, and the number of hit points restored by its Repair action.</text>
</trait> </trait>
<trait> <trait>
<name>Vigilant</name> <name>Vigilant</name>
<text>The Iron Defender (Unearthed Arcana) can't be surprised.</text> <text>The Iron Defender (UA) can't be surprised.</text>
</trait> </trait>
<action> <action>
<name>Bite</name> <name>Bite</name>
@@ -89,11 +89,11 @@ Source: Unearthed Arcana: Artificer Revisited p. 6</description>
</action> </action>
<action> <action>
<name>Repair (3/Day)</name> <name>Repair (3/Day)</name>
<text>The magical mechanisms inside the Iron Defender (Unearthed Arcana) restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.</text> <text>The magical mechanisms inside the Iron Defender (UA) restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.</text>
</action> </action>
<reaction> <reaction>
<name>Defensive Pounce</name> <name>Defensive Pounce</name>
<text>The Iron Defender (Unearthed Arcana) imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Iron Defender (Unearthed Arcana).</text> <text>The Iron Defender (UA) imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Iron Defender (UA).</text>
</reaction> </reaction>
<description> <description>
Source: Unearthed Arcana: Artificer Revisited p. 11</description> Source: Unearthed Arcana: Artificer Revisited p. 11</description>

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<monster> <monster>
<name>Wildfire Spirit</name> <name>Wildfire Spirit (UA)</name>
<size>S</size> <size>S</size>
<type>elemental</type> <type>elemental</type>
<alignment>Any Chaotic Alignment</alignment> <alignment>Any Chaotic Alignment</alignment>
@@ -26,7 +26,7 @@
<senses>darkvision 60 ft.</senses> <senses>darkvision 60 ft.</senses>
<trait> <trait>
<name>Hit Points</name> <name>Hit Points</name>
<text>equal to the wildfire spirit's Constitution modifier + your Wisdom modifier + five times your level in this class</text> <text>equal to the Wildfire Spirit (UA)'s Constitution modifier + your Wisdom modifier + five times your level in this class</text>
</trait> </trait>
<trait> <trait>
<name>Soul Bond</name> <name>Soul Bond</name>

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<monster> <monster>
<name>Beast of the Air</name> <name>Beast of the Air (UA)</name>
<size>S</size> <size>S</size>
<type>beast</type> <type>beast</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>
@@ -49,7 +49,7 @@ Source: Unearthed Arcana: Class Feature Variants p. 8</description>
<environment></environment> <environment></environment>
</monster> </monster>
<monster> <monster>
<name>Beast of the Earth</name> <name>Beast of the Earth (UA)</name>
<size>M</size> <size>M</size>
<type>beast</type> <type>beast</type>
<alignment>Neutral</alignment> <alignment>Neutral</alignment>

View File

@@ -125,15 +125,6 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Love Domain (UA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Potent Spellcasting)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Love Domain (UA): Potent Spellcasting</name> <name>Love Domain (UA): Potent Spellcasting</name>
@@ -143,15 +134,6 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Unity Domain (UA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Potent Spellcasting)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Unity Domain (UA): Potent Spellcasting</name> <name>Unity Domain (UA): Potent Spellcasting</name>

View File

@@ -168,15 +168,6 @@
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text> <text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Forge Domain (UA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Forge Domain (UA): Divine Strike</name> <name>Forge Domain (UA): Divine Strike</name>
@@ -185,15 +176,6 @@
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text> <text>Source: Unearthed Arcana: Cleric Divine Domains p. 1</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Grave Domain (UA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Grave Domain (UA): Divine Strike</name> <name>Grave Domain (UA): Divine Strike</name>
@@ -202,15 +184,6 @@
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text> <text>Source: Unearthed Arcana: Cleric Divine Domains p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Protection Domain (UA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Unearthed Arcana: Cleric Divine Domains p. 3</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Protection Domain (UA): Divine Strike</name> <name>Protection Domain (UA): Divine Strike</name>

View File

@@ -70,15 +70,6 @@
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text> <text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Twilight Domain (UA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Twilight Domain (UA): Divine Strike</name> <name>Twilight Domain (UA): Divine Strike</name>

View File

@@ -62,15 +62,6 @@
<text>Source: Unearthed Arcana: Modern Magic p. 1</text> <text>Source: Unearthed Arcana: Modern Magic p. 1</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>City Domain (UA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Unearthed Arcana: Modern Magic p. 1</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>City Domain (UA): Divine Strike</name> <name>City Domain (UA): Divine Strike</name>

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@@ -55,15 +55,6 @@
<text>Source: Unearthed Arcana: Order Domain p. 1</text> <text>Source: Unearthed Arcana: Order Domain p. 1</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Order Domain (UA): Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Unearthed Arcana: Order Domain p. 1</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<feature optional="YES"> <feature optional="YES">
<name>Order Domain (UA): Divine Strike</name> <name>Order Domain (UA): Divine Strike</name>

View File

@@ -54,6 +54,19 @@
<text>Source: Unearthed Arcana: Class Feature Variants p. 7</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 7</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="1">
<feature>
<name>Favored Foe</name>
<text>1st-level ranger optional class features, which replaces the Favored Enemy feature and works with the Foe Slayer feature</text>
<text>Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature.</text>
<text>When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).</text>
<text>The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.</text>
<text>You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="1"> <autolevel level="1">
<feature> <feature>
<name>Natural Explorer</name> <name>Natural Explorer</name>
@@ -100,6 +113,36 @@
<text>Source: Unearthed Arcana: Class Feature Variants p. 7</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 7</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="1">
<feature>
<name>Deft Explorer</name>
<text>1st-level ranger optional class features, which replaces the Natural Explorer feature</text>
<text>Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature.</text>
<text>You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Canny</name>
<text>You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Roving</name>
<text>Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.</text>
<text>You can also speak, read, and write two additional languages of your choice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
<feature optional="YES">
<name>Deft Explorer: Tireless</name>
<text>As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="2"> <autolevel level="2">
<feature> <feature>
<name>Fighting Style</name> <name>Fighting Style</name>
@@ -111,75 +154,94 @@
<name>Fighting Style: Archery</name> <name>Fighting Style: Archery</name>
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text> <text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name> <name>Fighting Style: Close Quarters Shooter</name>
<text>When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.</text> <text>When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text> <text>Source: Unearthed Arcana: Light Dark Underdark p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Defense</name> <name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text> <text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Dueling</name> <name>Fighting Style: Dueling</name>
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text> <text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Mariner</name> <name>Fighting Style: Mariner</name>
<text>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</text> <text>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Waterborne Adventures p. 3</text> <text>Source: Unearthed Arcana: Waterborne Adventures p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name> <name>Fighting Style: Tunnel Fighter</name>
<text>As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text> <text>As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text> <text>Source: Unearthed Arcana: Light Dark Underdark p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Two-Weapon Fighting</name> <name>Fighting Style: Two-Weapon Fighting</name>
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text> <text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Blind Fighting</name> <name>Fighting Style: Blind Fighting</name>
<text>Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.</text> <text>Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 12</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Interception</name> <name>Fighting Style: Interception</name>
<text>When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</text> <text>When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 12</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Thrown Weapon Fighting</name> <name>Fighting Style: Thrown Weapon Fighting</name>
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text> <text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text>
<text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.</text> <text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 13</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Unarmed Fighting</name> <name>Fighting Style: Unarmed Fighting</name>
<text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.</text> <text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.</text>
<text>When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.</text> <text>When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 13</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Druidic Warrior</name> <name>Fighting Style: Druidic Warrior</name>
<text>You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.</text> <text>You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 7</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Blind Fighting</name>
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 5</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Druidic Warrior</name>
<text>You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 5</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Thrown Weapon Fighting</name>
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text>
<text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 5</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="2"> <autolevel level="2">
@@ -227,18 +289,6 @@
<text>Source: Player's Handbook p. 93</text> <text>Source: Player's Handbook p. 93</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Beast Master: Ranger Companion Options</name>
<text>3rd-level Beast Master feature (enhances Ranger's Companion)</text>
<text>While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.</text>
<text>A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.</text>
<text>The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.</text>
<text>When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3"> <autolevel level="3">
<feature optional="YES"> <feature optional="YES">
<name>Beast Master: Ranger's Companion</name> <name>Beast Master: Ranger's Companion</name>
@@ -259,18 +309,6 @@
<text>Source: Player's Handbook p. 93</text> <text>Source: Player's Handbook p. 93</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Beast Master: Ranger Companion Options</name>
<text>3rd-level Beast Master feature (enhances Ranger's Companion)</text>
<text>While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.</text>
<text>A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.</text>
<text>The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.</text>
<text>When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3"> <autolevel level="3">
<feature optional="YES"> <feature optional="YES">
<name>Beast Master: Ranger's Companion</name> <name>Beast Master: Ranger's Companion</name>
@@ -1448,6 +1486,320 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3"> <autolevel level="3">
<feature> <feature>
<name>Primeval Awareness</name> <name>Primeval Awareness</name>
@@ -1476,6 +1828,25 @@
<text>Source: Unearthed Arcana: Class Feature Variants p. 8</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 8</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3">
<feature>
<name>Primal Awareness</name>
<text>3rd-level ranger optional class features, which replaces the Primeval Awareness feature</text>
<text>Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature.</text>
<text>You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.</text>
<text></text>
<text>Primal Awareness Spells</text>
<text>Ranger Level | Spell</text>
<text>3rd | speak with animals</text>
<text>5th | beast sense</text>
<text>9th | speak with plants</text>
<text>13th | locate creature</text>
<text>17th | commune with nature</text>
<text>You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3"> <autolevel level="3">
<feature> <feature>
<name>Poultices</name> <name>Poultices</name>
@@ -1505,6 +1876,16 @@
<text>Source: Unearthed Arcana: Class Feature Variants p. 1</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 1</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="4">
<feature>
<name>Martial Versatility</name>
<text>4th-level ranger optional class features</text>
<text>Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature.</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="5"> <autolevel level="5">
<feature> <feature>
<name>Extra Attack</name> <name>Extra Attack</name>
@@ -1883,6 +2264,66 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="8" scoreImprovement="YES"> <autolevel level="8" scoreImprovement="YES">
<feature> <feature>
<name>Ability Score Improvement</name> <name>Ability Score Improvement</name>
@@ -1948,6 +2389,17 @@
<text>Source: Unearthed Arcana: Class Feature Variants p. 8</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 8</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="10">
<feature>
<name>Nature's Veil</name>
<text>10th-level ranger optional class features, which replaces the Hide in Plain Sight feature</text>
<text>Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature.</text>
<text>You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="10"> <autolevel level="10">
<feature> <feature>
<name>Natural Explorer improvement</name> <name>Natural Explorer improvement</name>
@@ -2323,6 +2775,72 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="12" scoreImprovement="YES"> <autolevel level="12" scoreImprovement="YES">
<feature> <feature>
<name>Ability Score Improvement</name> <name>Ability Score Improvement</name>
@@ -2728,6 +3246,66 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="16" scoreImprovement="YES"> <autolevel level="16" scoreImprovement="YES">
<feature> <feature>
<name>Ability Score Improvement</name> <name>Ability Score Improvement</name>

View File

@@ -94,7 +94,7 @@
<name>Fighting Style: Archery</name> <name>Fighting Style: Archery</name>
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text> <text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name> <name>Fighting Style: Close Quarters Shooter</name>
@@ -106,19 +106,19 @@
<name>Fighting Style: Defense</name> <name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text> <text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Dueling</name> <name>Fighting Style: Dueling</name>
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text> <text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Mariner</name> <name>Fighting Style: Mariner</name>
<text>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</text> <text>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Waterborne Adventures p. 3</text> <text>Source: Unearthed Arcana: Waterborne Adventures p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name> <name>Fighting Style: Tunnel Fighter</name>
@@ -130,39 +130,58 @@
<name>Fighting Style: Two-Weapon Fighting</name> <name>Fighting Style: Two-Weapon Fighting</name>
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text> <text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
<text></text> <text></text>
<text>Source: Player's Handbook p. 72</text> <text>Source: Player's Handbook p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Blind Fighting</name> <name>Fighting Style: Blind Fighting</name>
<text>Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.</text> <text>Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 12</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Interception</name> <name>Fighting Style: Interception</name>
<text>When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</text> <text>When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 12</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Thrown Weapon Fighting</name> <name>Fighting Style: Thrown Weapon Fighting</name>
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text> <text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text>
<text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.</text> <text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 13</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Unarmed Fighting</name> <name>Fighting Style: Unarmed Fighting</name>
<text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.</text> <text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.</text>
<text>When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.</text> <text>When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 13</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 1</text>
</feature> </feature>
<feature optional="YES"> <feature optional="YES">
<name>Fighting Style: Druidic Warrior</name> <name>Fighting Style: Druidic Warrior</name>
<text>You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.</text> <text>You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.</text>
<text></text> <text></text>
<text>Source: Unearthed Arcana: Class Feature Variants p. 7</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 1</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Blind Fighting</name>
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 1</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Druidic Warrior</name>
<text>You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 1</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Thrown Weapon Fighting</name>
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text>
<text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 1</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="2"> <autolevel level="2">
@@ -1361,6 +1380,320 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Fey Wanderer</name>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Fey Wanderer</name>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Fey Wanderer</name>
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Swarmkeeper</name>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Swarmkeeper</name>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Swarmkeeper</name>
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="4"> <autolevel level="4">
<slots>0, 3</slots> <slots>0, 3</slots>
</autolevel> </autolevel>
@@ -1384,6 +1717,16 @@
<text>Source: Unearthed Arcana: Class Feature Variants p. 1</text> <text>Source: Unearthed Arcana: Class Feature Variants p. 1</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="4">
<feature>
<name>Martial Versatility</name>
<text>4th-level ranger optional class features</text>
<text>Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature.</text>
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="5"> <autolevel level="5">
<slots>0, 4, 2</slots> <slots>0, 4, 2</slots>
</autolevel> </autolevel>
@@ -1491,6 +1834,22 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Fey Wanderer: Extra Attack</name>
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Swarmkeeper: Extra Attack</name>
<text>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="6"> <autolevel level="6">
<slots>0, 4, 2</slots> <slots>0, 4, 2</slots>
</autolevel> </autolevel>
@@ -1811,6 +2170,66 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="8"> <autolevel level="8">
<slots>0, 4, 3</slots> <slots>0, 4, 3</slots>
</autolevel> </autolevel>
@@ -2188,6 +2607,72 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="12"> <autolevel level="12">
<slots>0, 4, 3, 3</slots> <slots>0, 4, 3, 3</slots>
</autolevel> </autolevel>
@@ -2527,6 +3012,66 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text> <text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature> </feature>
</autolevel> </autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything</text>
</feature>
</autolevel>
<autolevel level="16"> <autolevel level="16">
<slots>0, 4, 3, 3, 2</slots> <slots>0, 4, 3, 3, 2</slots>
</autolevel> </autolevel>

View File

@@ -44,7 +44,7 @@
<autolevel level="1"> <autolevel level="1">
<feature optional="YES"> <feature optional="YES">
<name>The Raven Queen (UA): The Raven Queen</name> <name>The Raven Queen (UA): The Raven Queen</name>
<text>You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.</text> <text>Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.</text>
<text>The Raven Queen's followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.</text> <text>The Raven Queen's followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.</text>
<name>The Raven Queen (UA): Expanded Spell List</name> <name>The Raven Queen (UA): Expanded Spell List</name>
<text> The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text> <text> The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>

View File

@@ -1,8 +1,8 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<item> <item>
<name>Absorbing Tattoo</name> <name>Absorbing Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -26,8 +26,8 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 8</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 8</text>
</item> </item>
<item> <item>
<name>Barrier Tattoo (Rare)</name> <name>Barrier Tattoo (Rare) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -38,8 +38,8 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
</item> </item>
<item> <item>
<name>Barrier Tattoo (Uncommon)</name> <name>Barrier Tattoo (Uncommon) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -50,8 +50,8 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
</item> </item>
<item> <item>
<name>Barrier Tattoo (Very Rare)</name> <name>Barrier Tattoo (Very Rare) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -62,8 +62,8 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
</item> </item>
<item> <item>
<name>Blood Fury Tattoo</name> <name>Blood Fury Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -78,8 +78,8 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10</text>
<roll>4d6</roll> <roll>4d6</roll>
</item> </item>
<item> <item>
<name>Coiling Grasp Tattoo</name> <name>Coiling Grasp Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -91,8 +91,8 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
<roll>3d6</roll> <roll>3d6</roll>
</item> </item>
<item> <item>
<name>Eldritch Claw Tattoo</name> <name>Eldritch Claw Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -105,8 +105,8 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
<roll>1d6</roll> <roll>1d6</roll>
</item> </item>
<item> <item>
<name>Ghost Step Tattoo</name> <name>Ghost Step Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -122,8 +122,8 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
<roll>1d10</roll> <roll>1d10</roll>
</item> </item>
<item> <item>
<name>Illuminator's Tattoo</name> <name>Illuminator's Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -135,8 +135,8 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10</text>
</item> </item>
<item> <item>
<name>Lifewell Tattoo</name> <name>Lifewell Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -148,8 +148,8 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10</text>
</item> </item>
<item> <item>
<name>Masquerade Tattoo</name> <name>Masquerade Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -161,8 +161,8 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
</item> </item>
<item> <item>
<name>Shadowfell Brand Tattoo</name> <name>Shadowfell Brand Tattoo (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -174,8 +174,8 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 12</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 12</text>
</item> </item>
<item> <item>
<name>Spellwrought Tattoo (1st Level)</name> <name>Spellwrought Tattoo (1st Level) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -185,8 +185,8 @@ A spell cast from this tattoo has a spellcasting ability modifier of +3, a save
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
</item> </item>
<item> <item>
<name>Spellwrought Tattoo (2nd Level)</name> <name>Spellwrought Tattoo (2nd Level) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -196,8 +196,8 @@ A spell cast from this tattoo has a spellcasting ability modifier of +3, a save
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
</item> </item>
<item> <item>
<name>Spellwrought Tattoo (3rd Level)</name> <name>Spellwrought Tattoo (3rd Level) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -207,8 +207,8 @@ A spell cast from this tattoo has a spellcasting ability modifier of +4, a save
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
</item> </item>
<item> <item>
<name>Spellwrought Tattoo (4th Level)</name> <name>Spellwrought Tattoo (4th Level) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -218,8 +218,8 @@ A spell cast from this tattoo has a spellcasting ability modifier of +4, a save
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
</item> </item>
<item> <item>
<name>Spellwrought Tattoo (5th Level)</name> <name>Spellwrought Tattoo (5th Level) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -229,8 +229,8 @@ A spell cast from this tattoo has a spellcasting ability modifier of +5, a save
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
</item> </item>
<item> <item>
<name>Spellwrought Tattoo (Cantrip)</name> <name>Spellwrought Tattoo (Cantrip) (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
@@ -241,24 +241,30 @@ Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11</text>
</item> </item>
<item> <item>
<name>Barrier Tattoo</name> <name>Barrier Tattoo</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
<property></property> <property></property>
<text>Barrier Tattoo (Uncommon) <text>Produced by a special needle, this magic tattoo features designs that emphasize one color.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Barrier Tattoo (Uncommon)
Barrier Tattoo (Rare) Barrier Tattoo (Rare)
Barrier Tattoo (Very Rare) Barrier Tattoo (Very Rare)
Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text> Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9</text>
</item> </item>
<item> <item>
<name>Spellwrought Tattoo</name> <name>Spellwrought Tattoo</name>
<detail>Wondrous item</detail> <detail>Wondrous item (tattoo)</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
<weight></weight> <weight></weight>
<property></property> <property></property>
<text>Spellwrought Tattoo (Cantrip) <text>Produced by a special needle, this magic tattoo features designs that emphasize one color.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Spellwrought Tattoo (Cantrip)
Spellwrought Tattoo (1st Level) Spellwrought Tattoo (1st Level)
Spellwrought Tattoo (2nd Level) Spellwrought Tattoo (2nd Level)
Spellwrought Tattoo (3rd Level) Spellwrought Tattoo (3rd Level)

View File

@@ -1,8 +1,8 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<item> <item>
<name>Opal of the Ild Rune</name> <name>Opal of the Ild Rune (UA)</name>
<detail></detail> <detail>Magic Rune</detail>
<type>W</type> <type>W</type>
<weight></weight> <weight></weight>
<property></property> <property></property>
@@ -19,8 +19,8 @@ Source: Unearthed Arcana: Prestige Classes Run Magic p. 4</text>
<roll>1d10</roll> <roll>1d10</roll>
</item> </item>
<item> <item>
<name>Orb of the Stein Rune</name> <name>Orb of the Stein Rune (UA)</name>
<detail></detail> <detail>Magic Rune</detail>
<type>W</type> <type>W</type>
<weight></weight> <weight></weight>
<property></property> <property></property>
@@ -38,8 +38,8 @@ Source: Unearthed Arcana: Prestige Classes Run Magic p. 5</text>
<roll>1d8</roll> <roll>1d8</roll>
</item> </item>
<item> <item>
<name>Pennant of the Vind Rune</name> <name>Pennant of the Vind Rune (UA)</name>
<detail></detail> <detail>Magic Rune</detail>
<type>W</type> <type>W</type>
<weight></weight> <weight></weight>
<property></property> <property></property>
@@ -57,8 +57,8 @@ Source: Unearthed Arcana: Prestige Classes Run Magic p. 5</text>
<roll>1d8</roll> <roll>1d8</roll>
</item> </item>
<item> <item>
<name>Shard of the Kalt Rune</name> <name>Shard of the Kalt Rune (UA)</name>
<detail></detail> <detail>Magic Rune</detail>
<type>W</type> <type>W</type>
<weight></weight> <weight></weight>
<property></property> <property></property>

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='utf-8'?> <?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<item> <item>
<name>Bag of Bounty</name> <name>Bag of Bounty (UA)</name>
<detail>Wondrous item</detail> <detail>Wondrous item</detail>
<type>W</type> <type>W</type>
<magic>1</magic> <magic>1</magic>
@@ -14,20 +14,20 @@ Modest | 10
Comfortable | 13 Comfortable | 13
Wealthy | 15 Wealthy | 15
Aristocratic | 18 Aristocratic | 18
A bag of bounty can be used up to three times over the course of a day. After that, the bag can't be used again until the next dawn. A Bag of Bounty (UA) can be used up to three times over the course of a day. After that, the bag can't be used again until the next dawn.
Source: Wayfinder's Guide to Eberron p. 116</text> Source: Wayfinder's Guide to Eberron p. 116</text>
</item> </item>
<item> <item>
<name>Band of Loyalty</name> <name>Band of Loyalty (UA)</name>
<detail></detail> <detail></detail>
<type>RG</type> <type>RG</type>
<weight></weight> <weight></weight>
<property></property> <property></property>
<text>If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can't afford to fall into enemy hands. <text>If you are reduced to zero hit points while attuned to a Band of Loyalty (UA), you instantly die. These rings are favored by spies who can't afford to fall into enemy hands.
Source: Wayfinder's Guide to Eberron p. 115</text> Source: Wayfinder's Guide to Eberron p. 115</text>
</item> </item>
<item> <item>
<name>Rings of Shared Suffering</name> <name>Rings of Shared Suffering (UA)</name>
<detail></detail> <detail></detail>
<type>RG</type> <type>RG</type>
<weight></weight> <weight></weight>

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