FightClub5eXML/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml

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<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
<!-- Items -->
<item>
<name>Thunder Cannon Bullets</name>
<type>A</type>
<weight></weight>
<text>Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. </text>
<text />
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</item>
<item>
<name>Alchemist's Satchel</name>
<type>G</type>
<magic>1</magic>
<weight></weight>
<text>An Alchemist&#8217;s Satchel is a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options. After you use one of those options, the bag reclaims the materials. </text>
<text> If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.</text>
<text />
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</item>
<item>
<name>Arcane Magazine</name>
<type>G</type>
<weight></weight>
<text>Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. </text>
<text> You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. </text>
<text> If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials</text>
<text />
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</item>
<item>
<name>Thunder Cannon</name>
<type>R</type>
<weight></weight>
<text>A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.</text>
<text> </text>
<text>Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.</text>
<text> If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.</text>
<text> </text>
<text>Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.</text>
<text> </text>
<text>Two-Handed: This weapon requires two hands when you attack with it.</text>
<text />
<text>Proficiency: thunder cannon</text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
<dmg1>2d6</dmg1>
<dmg2></dmg2>
<dmgType>P</dmgType>
<property>A,2H</property>
<range>150/600</range>
</item>
<item>
<name>Master Rune: Opal of the Ild Rune</name>
<type>W</type>
<magic>1</magic>
<detail>rare (requires attunement)</detail>
<weight></weight>
<text>This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune - the rune of fire - shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow.</text>
<text> Ignite: (Simple Property) As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.</text>
<text> Fire Tamer: (Simple Property) As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10_foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot. </text>
<text> Fire's Friend: (Simple Property) While you are attuned to this rune, you have resistance to cold damage.</text>
<text> Combustion: (Complex Property) As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot</text>
<text> Flame Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. </text>
<text> In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. </text>
<text> These effects last for 24 hours or until you use this property again.</text>
<text> Flame Stoker: (Complex Property) While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result.</text>
<text />
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 4</text>
</item>
<item>
<name>Master Rune: Orb of the Stein Rune</name>
<type>W</type>
<magic>1</magic>
<detail>rare (requires attunement)</detail>
<weight></weight>
<text>This spherical chunk of granite is about the size of a human fist. The stein rune &#8212; the rune of stone &#8212; appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease.</text>
<text> Indomitable Stand: (Simple Property) As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end. </text>
<text> Stone Soul: (Simple Property) While you are attuned to this rune, you cannot be petrified. </text>
<text> Stone's Secrets: (Simple Property) As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used. </text>
<text> Crushing Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon's damage die or dice, the target of your attack is knocked prone if it is a creature. </text>
<text> In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. </text>
<text> These effects last for 24 hours or until you use this property again. </text>
<text> Earthen Step: (Complex Property) While you are attuned to this rune, you can cast meld into stone as a bonus action. You regain this ability after a short or long rest. </text>
<text> Overwhelming Bolt: (Complex Property) As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12+the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone.</text>
<text />
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 5</text>
</item>
<item>
<name>Master Rune: Pennant of the Vind Rune</name>
<type>W</type>
<magic>1</magic>
<detail>rare (requires attunement)</detail>
<weight></weight>
<text>This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune &#8212; the rune of wind &#8212; flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment. </text>
<text> Comforting Wind: (Simple Property) While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. </text>
<text> Wind Step: (Simple Property) As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall. </text>
<text> Wind's Grasp: (Simple Property) As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall. </text>
<text> Howling Brand: (Complex Property) Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon's attacks do not suffer disadvantage due to range. </text>
<text> In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. </text>
<text> These effects last for 24 hours or until you use this property again. </text>
<text> Shrieking Bolt: (Complex Property) As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12+the spell slot's level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you.</text>
<text> Wind Walker: (Complex Property) While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest.</text>
<text />
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 5</text>
</item>
<item>
<name>Master Rune: Shard of the Kalt Rune</name>
<type>W</type>
<magic>1</magic>
<detail>rare (requires attunement)</detail>
<weight></weight>
<text>This long, slender shard of ice is roughly the size of a dagger. The kalt rune &#8212; the rune of ice &#8212; glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally. </text>
<text> Frigid Touch: (Simple Property) As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune. </text>
<text> Frost Friend: (Simple Property) While you are attuned to this rune, you have resistance to fire damage. </text>
<text> Icy Mantle: (Simple Property) As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed. </text>
<text> Freezing Bolt: (Complex Property) As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12+the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected. </text>
<text> Ice Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. </text>
<text> In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. </text>
<text> These effects last for 24 hours or until you use this property again. </text>
<text> Winter's Howl: (Complex Property) While you are attuned to this rune, you can cast sleet storm as an action. You regain this ability after a short or long rest.</text>
<text />
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 6</text>
</item>
<!-- Races -->
<race>
<name>Abyssal Tiefling</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Darkvision</name>
<text>Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 1</text>
</trait>
<trait>
<name>Abyssal Arcana</name>
<text>Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd_level spell. </text>
<text> You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-_level slot. </text>
<text> At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.</text>
<text> </text>
<text>d6 &#8212; 1st level &#8212; 3rd level &#8212; 5th level:</text>
<text>1 &#8212; dancing lights &#8212; burning hands &#8212; alter self</text>
<text>2 &#8212; true strike &#8212; charm person &#8212; darkness</text>
<text>3 &#8212; light &#8212; magic missile &#8212; invisibility</text>
<text>4 &#8212; message &#8212; cure wounds &#8212; levitate</text>
<text>5 &#8212; spare the dying &#8212; Tasha's hideous laughter &#8212; mirror image</text>
<text>6 &#8212; prestidigitation &#8212; thunderwave &#8212; spider climb</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 1</text>
</trait>
<trait>
<name>Abyssal Fortitude</name>
<text>Your hit point maximum increases by half your level (minimum 1).</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 2</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Abyssal</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 2</text>
</trait>
<trait>
<name>Variant: Appearance</name>
<text>Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 118</text>
</trait>
</race>
<race>
<name>Avariel</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2</ability>
<spellAbility></spellAbility>
<proficiency>Perception</proficiency>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Flight</name>
<text>You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.</text>
<text> </text>
<text>Source: Unearthed Arcana: Elf Subraces, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Black)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have black dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 5 foot by 30 foot line of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Blue)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have blue dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 5 foot by 30 foot line of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Brass)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have brass dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 5 foot by 30 foot line of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Bronze)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have bronze dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 5 foot by 30 foot line of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Copper)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have copper dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 5 foot by 30 foot line of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Gold)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have gold dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 15 foot cone of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Green)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have green dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 15 foot cone of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Red)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have red dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 15 foot cone of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (Silver)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have silver dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 15 foot cone of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dragonborn Revenant (White)</name>
<size>M</size>
<speed>30</speed>
<ability>Str 1, Cha 1, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Draconic Ancestry</name>
<text>You have white dragon ancestry.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Breath Weapon</name>
<text>You can use your action to exhale a 15 foot cone of necrotic energy.</text>
<text> When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</text>
<text> After you use your breath weapon, you can't use it again until you complete a short or long rest.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Damage Resistance</name>
<text>You have resistance to necrotic damage.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</text>
<text> </text>
<text>Source: Player's Handbook p. 34</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Dwarf Revenant</name>
<size>M</size>
<speed>25</speed>
<ability>Con 3</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
<text> </text>
<text>Source: Player's Handbook, p. 20</text>
</trait>
<trait>
<name>Dwarven Resilience</name>
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.</text>
<text> </text>
<text>Source: Player's Handbook, p. 20</text>
</trait>
<trait>
<name>Dwarven Combat Training</name>
<text>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</text>
<text> </text>
<text>Source: Player's Handbook, p. 20</text>
</trait>
<trait>
<name>Tool Proficiency</name>
<text>You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</text>
<text> </text>
<text>Source: Player's Handbook, p. 20</text>
</trait>
<trait>
<name>Stonecunning</name>
<text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</text>
<text> </text>
<text>Source: Player's Handbook, p. 20</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</text>
<text> </text>
<text>Source: Player's Handbook, p. 20</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Elf Revenant</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2, Con 1</ability>
<spellAbility></spellAbility>
<proficiency>Perception</proficiency>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Genasi Revenant</name>
<size>M</size>
<speed>30</speed>
<ability>Con 3</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</text>
<text> </text>
<text>Source: Elemental Evil Player's Companion, p. 9</text>
<text> Princes of the Apocalypse, p. 228</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Gnome Revenant</name>
<size>S</size>
<speed>25</speed>
<ability></ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Darkvision</name>
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
<text> </text>
<text>Source: Player's Handbook, p. 37</text>
</trait>
<trait>
<name>Gnome Cunning</name>
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</text>
<text> </text>
<text>Source: Player's Handbook, p. 37</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.</text>
<text> </text>
<text>Source: Player's Handbook, p. 37</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Grugach</name>
<size>M</size>
<speed>30</speed>
<ability>Dex 2, Str 1</ability>
<spellAbility>Wisdom</spellAbility>
<proficiency>Perception</proficiency>
<trait>
<name>Darkvision</name>
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Keen Senses</name>
<text>You have proficiency in the Perception skill.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Trance</name>
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Sylvan and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</text>
<text> </text>
<text>Source: Player's Handbook, p. 23</text>
</trait>
<trait>
<name>Grugach Weapon Training</name>
<text>You have proficiency with the spear, shortbow, longbow, and net.</text>
<text> </text>
<text>Source: Unearthed Arcana: Elf Subraces, p. 1</text>
</trait>
<trait>
<name>Cantrip</name>
<text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Elf Subraces, p. 1</text>
</trait>
</race>
<race>
<name>Halfling Revenant</name>
<size>S</size>
<speed>25</speed>
<ability>Dex 2, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Lucky</name>
<text>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</text>
<text> </text>
<text>Source: Player's Handbook, p. 28</text>
</trait>
<trait>
<name>Brave</name>
<text>You have advantage on saving throws against being frightened.</text>
<text> </text>
<text>Source: Player's Handbook, p. 28</text>
</trait>
<trait>
<name>Halfling Nimbleness</name>
<text>You can move through the space of any creature that is of a size larger than yours.</text>
<text> </text>
<text>Source: Player's Handbook, p. 28</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.</text>
<text> </text>
<text>Source: Player's Handbook, p. 28</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Human Revenant</name>
<size>M</size>
<speed>30</speed>
<ability>Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Ability Score Increase</name>
<text>Two different ability scores of your choice increase by 1.</text>
<text> </text>
<text>Source: Player's Handbook, p. 31</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.</text>
<text> </text>
<text>Source: Player's Handbook, p. 31</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<race>
<name>Infernal Tiefling</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Int 1</ability>
<spellAbility>Charisma</spellAbility>
<proficiency></proficiency>
<trait>
<name>Darkvision</name>
<text>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 1</text>
</trait>
<trait>
<name>Hellish Resistance</name>
<text>You have resistance to fire damage.</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 1</text>
</trait>
<trait>
<name>Infernal Legacy</name>
<text>You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 1</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Infernal.</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 1</text>
</trait>
<trait>
<name>Variant: Appearance</name>
<text>Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 118</text>
</trait>
<trait>
<name>Variant: Devil's Tongue</name>
<text>You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 118</text>
</trait>
<trait>
<name>Variant: Hellfire</name>
<text>Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 118</text>
</trait>
<trait>
<name>Variant: Winged</name>
<text>You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait.</text>
<text> </text>
<text>Source: Sword Coast Adventurer's Guide, p. 118</text>
</trait>
</race>
<race>
<name>Tiefling Revenant</name>
<size>M</size>
<speed>30</speed>
<ability>Cha 2, Con 1</ability>
<spellAbility></spellAbility>
<proficiency></proficiency>
<trait>
<name>Darkvision</name>
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 1</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common.</text>
<text> </text>
<text>Source: Unearthed Arcana: That Old Black Magic, p. 1</text>
</trait>
<trait>
<name>Relentless Nature</name>
<text>Your DM assigns a goal to you&#8212;typically, one related to your character&#8217;s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. </text>
<text> </text>
<text> When your goal is complete, you finally find rest. You die and cannot be restored to life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 1</text>
</trait>
</race>
<!-- Classes -->
<class>
<name>Artificer (UA)</name>
<hd>8</hd>
<proficiency>Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand</proficiency>
<spellAbility>Intelligence</spellAbility>
<numSkills>3</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Artificer</name>
<text>As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points.</text>
<text> </text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>&#8226; Armor: light and medium armors</text>
<text>&#8226; Weapons: simple weapons</text>
<text>&#8226; Tools: thieves' tools, two other tools of your choice</text>
<text>&#8226; Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand</text>
<text> </text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>&#8226; (a) a handaxe and a light hammer or (b) any two simple weapons </text>
<text>&#8226; a light crossbow and 20 bolts </text>
<text>&#8226; (a) scale mail or (b) studded leather armor </text>
<text>&#8226; thieves&#8217; tools and a dungeoneer&#8217;s pack</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 1</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Artificer</name>
<text>To multiclass as a Artificer, you must meet the following prerequisites:</text>
<text>&#8226; Intelligence 13</text>
<text> </text>
<text>You gain the following proficiencies:</text>
<text>&#8226; light armor, simple weapons, two tools</text>
<text> </text>
<text>Source: Mike Mearls on Twitter</text>
</feature>
</autolevel>
<armor>light and medium armors</armor><weapons>simple weapons</weapons><tools>thieves' tools, two other tools of your choice</tools>
<autolevel level="1">
<feature>
<name>Magic Item Analysis</name>
<text>Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don&#8217;t need to provide a material component when casting identify with this class feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Artificer Specialist</name>
<text>At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level. </text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Artificer Specialist: Alchemist</name>
<text>An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. </text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemist's Satchel (Alchemist)</name>
<text>At 1st level, you craft an Alchemist&#8217;s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. </text>
<text> If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemical Formula (3) (Alchemist)</name>
<text>At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. </text>
<text> To use any of these options, your Alchemist&#8217;s Satchel must be within reach. </text>
<text> If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemical Formula: Alchemical Fire</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don&#8217;t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. </text>
<text> This formula&#8217;s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemical Formula: Alchemical Acid</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don&#8217;t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. </text>
<text> This formula&#8217;s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemical Formula: Healing Draught</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can&#8217;t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can&#8217;t use this formula. </text>
<text> This formula&#8217;s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemical Formula: Smoke Stick</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemical Formula: Swift Step Draught</name>
<text>As a bonus action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature&#8217;s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemical Formula: Tanglefoot Bag </name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don&#8217;t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Alchemical Formula: Thunderstone</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don&#8217;t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Artificer Specialist: Gunsmith</name>
<text>A master of engineering, you forge a firearm powered by a combination of science and magic. </text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Master Smith (Gunsmith)</name>
<text>When you choose this specialization at 1st level, you gain proficiency with smith&#8217;s tools, and you learn the mending cantrip.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Thunder Cannon (Gunsmith)</name>
<text>At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. </text>
<text> If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Arcane Magazine (Gunsmith)</name>
<text>At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. </text>
<text> You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. </text>
<text> If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. </text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Tool Expertise</name>
<text>Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Wondrous Invention</name>
<text>At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. </text>
<text> Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. </text>
<text> You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. </text>
<text> These magic items are detailed in the Dungeon Master&#8217;s Guide. </text>
<text> </text>
<text>2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>0,2</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Spellcasting</name>
<text>As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. </text>
<text> </text>
<text>Spell Slots: </text>
<text> The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell&#8217;s level or higher. You regain all expended spell slots when you finish a long rest. </text>
<text> </text>
<text>Spells Known of 1st Level and Higher: </text>
<text> You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). </text>
<text> The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.</text>
<text> You learn an additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. </text>
<text> Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. </text>
<text> </text>
<text>Spellcasting Ability: </text>
<text> Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. </text>
<text> </text>
<text>Spell save DC = 8 + your proficiency bonus + your Intelligence modifier </text>
<text> </text>
<text>Spell attack modifier = your proficiency bonus + your Intelligence modifier</text>
<text> </text>
<text>Spellcasting Focus: </text>
<text> You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, &#8220;Equipment,&#8221; in the Player&#8217;s Handbook for various arcane focus options. </text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemical Formula (4) (Alchemist)</name>
<text>You learn an additional alchemical formula.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemical Formula: Healing Draught</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can&#8217;t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can&#8217;t use this formula. </text>
<text> This formula&#8217;s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemical Formula: Smoke Stick</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemical Formula: Swift Step Draught</name>
<text>As a bonus action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature&#8217;s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemical Formula: Tanglefoot Bag </name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don&#8217;t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Alchemical Formula: Thunderstone</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don&#8217;t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Thunder Monger (Gunsmith)</name>
<text>At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. </text>
<text> This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<slots>0,3</slots>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<feature>
<name>Infuse Magic</name>
<text>Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell&#8217;s effects occur. Instead, the spell transfers into that item for later use if the item doesn&#8217;t already contain a spell from this feature. </text>
<text> Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell&#8217;s range is self, it targets the creature that activates the item. </text>
<text> When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. </text>
<text> You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>0,3</slots>
</autolevel>
<autolevel level="5">
<feature>
<name>Wondrous Invention (2nd)</name>
<text>You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. </text>
<text> These magic items are detailed in the Dungeon Master&#8217;s Guide. </text>
<text> </text>
<text>2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones </text>
<text> </text>
<text>5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 3</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Superior Attunement (Four Items)</name>
<text>At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>0,3</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Mechanical Servant</name>
<text>At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. </text>
<text> Select a Large beast with a challenge rating of 2 or less. The servant uses that beast&#8217;s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: </text>
<text> </text>
<text>&#8226; It is a construct instead of a beast. </text>
<text> </text>
<text>&#8226; It can&#8217;t be charmed. </text>
<text> </text>
<text>&#8226; It is immune to poison damage and the poisoned condition. </text>
<text> </text>
<text>&#8226; It gains darkvision with a range of 60 feet if it doesn&#8217;t have it already. </text>
<text> </text>
<text>&#8226; It understands the languages you can speak when you create it, but it can&#8217;t speak. </text>
<text> </text>
<text>&#8226; If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. </text>
<text> The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. </text>
<text> If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. </text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>0,4,2</slots>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<slots>0,4,2</slots>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (2nd)</name>
<text>When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>0,4,2</slots>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Alchemical Formula (5) (Alchemist)</name>
<text>You learn an additional alchemical formula.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Alchemical Formula: Healing Draught</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can&#8217;t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can&#8217;t use this formula. </text>
<text> This formula&#8217;s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Alchemical Formula: Smoke Stick</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Alchemical Formula: Swift Step Draught</name>
<text>As a bonus action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature&#8217;s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Alchemical Formula: Tanglefoot Bag </name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don&#8217;t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Alchemical Formula: Thunderstone</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don&#8217;t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="9">
<feature optional="YES">
<name>Blast Wave (Gunsmith)</name>
<text>Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. </text>
<text> This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="10">
<slots>0,4,3</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Wondrous Invention (3rd)</name>
<text>You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. </text>
<text> These magic items are detailed in the Dungeon Master&#8217;s Guide. </text>
<text> </text>
<text>2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones </text>
<text> </text>
<text>5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets </text>
<text> </text>
<text>10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward&#8217;s handy haversack</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 3</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>0,4,3</slots>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<slots>0,4,3</slots>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (3rd)</name>
<text>When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>0,4,3,2</slots>
</autolevel>
<autolevel level="14">
<slots>0,4,3,2</slots>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Alchemical Formula (6) (Alchemist)</name>
<text>You learn an additional alchemical formula.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Alchemical Formula: Healing Draught</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can&#8217;t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can&#8217;t use this formula. </text>
<text> This formula&#8217;s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Alchemical Formula: Smoke Stick</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Alchemical Formula: Swift Step Draught</name>
<text>As a bonus action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature&#8217;s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Alchemical Formula: Tanglefoot Bag </name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don&#8217;t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Alchemical Formula: Thunderstone</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don&#8217;t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Piercing Round (Gunsmith)</name>
<text>Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. </text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>0,4,3,2</slots>
</autolevel>
<autolevel level="15">
<feature>
<name>Wondrous Invention (4th)</name>
<text>You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. </text>
<text> These magic items are detailed in the Dungeon Master&#8217;s Guide. </text>
<text> </text>
<text>2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones </text>
<text> </text>
<text>5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets </text>
<text> </text>
<text>10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward&#8217;s handy haversack </text>
<text> </text>
<text>15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 3</text>
</feature>
</autolevel>
<autolevel level="15">
<feature>
<name>Superior Attunement (Five Items)</name>
<text>At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<slots>0,4,3,3</slots>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (4th)</name>
<text>When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>0,4,3,3</slots>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Alchemical Formula (7) (Alchemist)</name>
<text>You learn an additional alchemical formula.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Alchemical Formula: Healing Draught</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can&#8217;t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can&#8217;t use this formula. </text>
<text> This formula&#8217;s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Alchemical Formula: Smoke Stick</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Alchemical Formula: Swift Step Draught</name>
<text>As a bonus action, you can reach into your Alchemist&#8217;s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature&#8217;s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 5</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Alchemical Formula: Tanglefoot Bag </name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don&#8217;t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Alchemical Formula: Thunderstone</name>
<text>As an action, you can reach into your Alchemist&#8217;s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don&#8217;t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 6</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Explosive Round (Gunsmith)</name>
<text>Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 7</text>
</feature>
</autolevel>
<autolevel level="18" scoreImprovement="YES">
<slots>0,4,3,3</slots>
</autolevel>
<autolevel level="18" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (5th)</name>
<text>When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
<autolevel level="19">
<slots>0,4,3,3,1</slots>
</autolevel>
<autolevel level="20">
<slots>0,4,3,3,1</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Wondrous Invention (5th)</name>
<text>You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. </text>
<text> These magic items are detailed in the Dungeon Master&#8217;s Guide. </text>
<text> </text>
<text>2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones </text>
<text> </text>
<text>5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets </text>
<text> </text>
<text>10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward&#8217;s handy haversack </text>
<text> </text>
<text>15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing </text>
<text> </text>
<text>20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 3</text>
</feature>
</autolevel>
<autolevel level="20">
<feature>
<name>Soul of Artifice</name>
<text>At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Artificer, p. 4</text>
</feature>
</autolevel>
</class>
<class>
<name>Barbarian</name>
<autolevel level="3">
<feature optional="YES">
<name>Ancestral Protectors (Path of the Ancestral Guardian)</name>
<text>Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you&#8217;re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn&#8217;t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.</text>
<text> </text>
<text>Source: Unearthed Arcana: Revised Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Spirit Shield (Path of the Ancestral Guardian)</name>
<text>Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.</text>
<text> When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Revised Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Consult the Spirits (Path of the Ancestral Guardian)</name>
<text>At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast theaugury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.</text>
<text> After you cast either spell in this way, you can&#8217;t use this feature again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Revised Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Vengeful Ancestors (Path of the Ancestral Guardian)</name>
<text>At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.</text>
<text> </text>
<text>Source: Unearthed Arcana: Revised Subclasses, p. 1</text>
</feature>
</autolevel>
</class>
<class>
<name>Bard</name>
<autolevel level="3">
<feature optional="YES">
<name>Bard College: College of Satire</name>
<text>Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king&#8217;s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand&#8217;s affair with an aged duchess or a mocking satire of a paladin of Helm&#8217;s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.</text>
<text> While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester&#8217;s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.</text>
<text> For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester&#8217;s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.</text>
<text> Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist&#8217;s treachery or exposing a baron&#8217;s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.</text>
<text> Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies&#8217; spirits while casting doubt into foes&#8217; minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bonus Proficiencies (College of Satire)</name>
<text>When you join the College of Satire at 3rd level, you gain proficiency with thieves&#8217; tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves&#8217; tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Tumbling Fool (College of Satire)</name>
<text>At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:</text>
<text> </text>
<text>&#8226; You gain the benefits of taking the Dash and Disengage actions.</text>
<text> </text>
<text>&#8226; You gain a climbing speed equal to your current speed.</text>
<text> </text>
<text>&#8226; You take half damage from falling.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 2</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Fool's Insight (College of Satire)</name>
<text>At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.</text>
<text> If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 2</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Fool's Luck (College of Satire)</name>
<text>Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.</text>
<text> At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.</text>
<text> If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 3</text>
</feature>
</autolevel>
</class>
<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 service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law&#8212;civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.</text>
<text> The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action&#8217;s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities.</text>
<text> More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. </text>
<text> </text>
<text>Domain Spells You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work.</text>
<text> </text>
<text>Cleric Level &#8212; Spells:</text>
<text>1st &#8212; command, heroism</text>
<text>3rd &#8212; enhance ability, hold person</text>
<text>5th &#8212; mass healing word, slow</text>
<text>7th &#8212; compulsion, locate creature</text>
<text>9th &#8212; commune, dominate person.</text>
<text> </text>
<text>Source: Unearthed Arcana: Order Domain, p.1</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Bonus Proficiency (Order Domain)</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
<text> </text>
<text>Source: Unearthed Arcana: Order Domain, p.1</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Voice of Authority (Order Domain)</name>
<text>Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.</text>
<text> </text>
<text>Source: Unearthed Arcana: Order Domain, p.1</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Protection Domain</name>
<text>The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods&#8217; faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin. </text>
<text>Protection Domain Spells </text>
<text>1st &#8212; compelled duel, protection from evil and good </text>
<text>3rd &#8212; aid, protection from poison </text>
<text>5th &#8212; protection from energy, slow </text>
<text>7th &#8212; guardian of faith, Otiluke&#8217;s resilient sphere </text>
<text>9th &#8212; antilife shell, wall of force</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p. 3</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Bonus Proficiency (Protection Domain)</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p. 3</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Shield of the Faithful (Protection Domain)</name>
<text>Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Channel Divinity: Order&#8217;s Demand (Order Domain)</name>
<text>Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.</text>
<text> As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw.</text>
<text> </text>
<text>Source: Unearthed Arcana: Order Domain, p.1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Channel Divinity: Radiant Defense (Protection Domain)</name>
<text>Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. </text>
<text> As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p. 3</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Order&#8217;s Dominion (Order Domain)</name>
<text>At 6th level, you become extraordinarily adept at channeling magical energy to compel others.</text>
<text> When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can&#8217;t be higher than 5th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Order Domain, p.2</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Blessed Healer (Protection Domain)</name>
<text>Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell&#8217;s level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p. 3</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Divine Strike (Order Domain)</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text> </text>
<text>Source: Unearthed Arcana: Order Domain, p.2</text>
</feature>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature optional="YES">
<name>Divine Strike (Protection Domain)</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p. 3</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Order&#8217;s Wrath (Order Domain)</name>
<text>Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Order Domain, p.2</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Indomitable Defense (Protection Domain)</name>
<text>At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. </text>
<text> As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p. 3</text>
</feature>
</autolevel>
</class>
<class>
<name>Druid</name>
<autolevel level="2">
<feature optional="YES">
<name>Optional Rule: Wild Shape Forms</name>
<text>Known Beast Shapes: </text>
<text> When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them. </text>
<text> To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with. </text>
<text> Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level.</text>
<text> </text>
<text>Gaining Beast Shapes:</text>
<text> In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the Player&#8217;s Handbook, page 66). </text>
<text> When you see a beast whose shape you&#8217;d like to learn, you have two options: </text>
<text> </text>
<text>Observation: </text>
<text> You learn the beast&#8217;s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast&#8217;s challenge rating. For this observation period, your vantage point&#8212;whether physical or magical&#8212; must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check. </text>
<text> </text>
<text>Interaction: </text>
<text> You learn the beast&#8217;s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast&#8217;s challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check. </text>
<text> </text>
<text> Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like animal friendship can lay the groundwork for peaceful interaction.</text>
<text> </text>
<text>Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3</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 portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form.</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. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle Spells (Circle of Spores)</name>
<text>Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 1st level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.</text>
<text> Once you gain access to one of these spells, you always have it prepared, and it doesn&#8217;t count against the number of spells you can prepare each day. If you gain access to a spell that doesn&#8217;t appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
<text> </text>
<text>3rd &#8212; gentle repose, ray of enfeeblement</text>
<text>5th &#8212; animate dead, gaseous form</text>
<text>7th &#8212; blight, confusion</text>
<text>9th &#8212; cloudkill, contagion Halo of Spores Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Symbiotic Entity (Circle of Spores)</name>
<text>At 2nd level, you gain the ability to channel magic into the spores that infuse you.</text>
<text> When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Twilight</name>
<text>The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. </text>
<text> These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.</text>
<text> </text>
<text>Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 2</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Harvest's Scythe (Circle of Twilight)</name>
<text>Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. </text>
<text> When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell&#8217;s damage, or 5 hit points per die if at least one of the slain creatures was undead. </text>
<text> You regain the expended dice when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Fungal Infestation (Circle of Spores)</name>
<text>At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.</text>
<text> If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 1</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Speech Beyond the Grave (Circle of Twilight)</name>
<text>At 6th level, you gain the ability to reach beyond death&#8217;s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don&#8217;t share a language or it is not intelligent enough to speak. </text>
<text> Once you use this feature, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Spreading Spores (Circle of Spores)</name>
<text>At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can&#8217;t use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Watcher at the Threshold (Circle of Twilight)</name>
<text>At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren&#8217;t incapacitated, any ally within 30 feet of you has advantage on death saving throws.</text>
<text> </text>
<text>Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Fungal Body (Circle of Spores)</name>
<text>At 14th level, the fungal spores in your body alter you: you can&#8217;t be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn&#8217;t deal its extra damage to you.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Paths of the Dead (Circle of Twilight)</name>
<text>At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can&#8217;t cast it with this feature again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3</text>
</feature>
</autolevel>
</class>
<class>
<name>Fighter</name>
<autolevel level="1">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>You are trained in making ranged attacks at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
<modifier category="bonus">ranged attacks +1</modifier>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Waterborne Adventures, p. 3</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Brute</name>
<text>Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Brute Force (Brute)</name>
<text>Starting at 3rd level, you&#8217;re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you&#8217;re proficient with and deal damage, the weapon&#8217;s damage increases by an amount based on your level in this class: by 1d4 at 3rd level, 1d6 at 10th level, 1d8 at 16th level, and 1d10 at 20th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Knight</name>
<text>The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy&#8217;s forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Born to the Saddle (Knight)</name>
<text>Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren&#8217;t incapacitated and you fall less than 10 feet.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Implacable Mark (Knight)</name>
<text>At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can&#8217;t be frightened. </text>
<text> The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. </text>
<text> If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack&#8217;s weapon deals extra damage to the target equal to your fighter level. </text>
<text> You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Monster Hunter</name>
<text>As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bonus Proficiencies (Monster Hunter)</name>
<text>When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Combat Superiority (Monster Hunter)</name>
<text>When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. </text>
<text> </text>
<text>Superiority Dice:</text>
<text> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.</text>
<text> You gain another superiority die at 7th level and one more at 15th level. </text>
<text> </text>
<text>Using Superiority Dice:</text>
<text> You can expend superiority dice to gain a number of different benefits: </text>
<text> </text>
<text>&#8226; When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. </text>
<text> </text>
<text>&#8226; When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. </text>
<text> </text>
<text>&#8226; When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed. </text>
<text> </text>
<text>&#8226; When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Mysticism (Monster Hunter</name>
<text>At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.</text>
<text> In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Scout</name>
<text>The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Bonus Proficiencies (Scout)</name>
<text>When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves&#8217; tools in place of one skill choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Combat Superiority (Scout)</name>
<text>At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.</text>
<text> </text>
<text>Superiority Dice:</text>
<text> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.</text>
<text> </text>
<text>Using Superiority Dice:</text>
<text> You can expend superiority dice to gain a number of different benefits.</text>
<text> </text>
<text>&#8226; When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.</text>
<text> </text>
<text>&#8226; When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.</text>
<text> </text>
<text>&#8226; If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Natural Explorer (Scout)</name>
<text>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you&#8217;re proficient in.</text>
<text> While traveling for an hour or more in your favored terrain, you gain the following benefits.</text>
<text> </text>
<text>&#8226; Difficult terrain doesn&#8217;t slow your group&#8217;s travel.</text>
<text> </text>
<text>&#8226; Your group can&#8217;t become lost except by magical means.</text>
<text> </text>
<text>&#8226; Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.</text>
<text> </text>
<text>&#8226; If you are traveling alone, you can move stealthily at a normal pace.</text>
<text> </text>
<text>&#8226; When you forage, you find twice as much food as you normally would.</text>
<text> </text>
<text>&#8226; While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</text>
<text> </text>
<text> You choose additional favored terrain types at 7th and 15th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Sharpshooter</name>
<text>The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Steady Aim (Sharpshooter)</name>
<text>Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you&#8217;re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: </text>
<text> </text>
<text>&#8226; The attacks ignore half and three-quarters cover. </text>
<text> </text>
<text>&#8226; On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level. </text>
<text> You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Arcane Shot Option (3rd)</name>
<text>You gain an additional Arcane Shot option.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 1</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Brutish Durability (Brute)</name>
<text>Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.</text>
<text> Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Noble Cavalry (Knight)</name>
<text>At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Monster Slayer (Monster Hunter)</name>
<text>At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Careful Eyes (Sharpshooter)</name>
<text>Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.</text>
<text> You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Additional Fighting Style (Brute)</name>
<text>At 10th level, you can choose a second option from the Fighting Style feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>You are trained in making ranged attacks at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Waterborne Adventures, p. 3</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>You are trained in making ranged attacks at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
<modifier category="bonus">ranged attacks +1</modifier>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Waterborne Adventures, p. 3</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Hold the Line (Knight)</name>
<text>At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack&#8217;s weapon deals extra damage to the target equal to half your fighter level, and the target&#8217;s speed is reduced to 0 until the end of this turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Improved Combat Superiority (Monster Hunter)</name>
<text>At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 2</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Improved Combat Superiority (Scout)</name>
<text>At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 4</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Close-Quarters Shooting (Sharpshooter)</name>
<text>At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn&#8217;t impose disadvantage on your roll. </text>
<text> In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can&#8217;t take reactions until the end of this turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Devastating Critical (Brute)</name>
<text>Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon&#8217;s damage roll equal to your level in this class.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Rapid Strike (Knight)</name>
<text>Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Relentless (Monster Hunter)</name>
<text>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.</text>
<text> </text>
<text>Source: Unearthed Arcana: Gothic Heroes, p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Relentless (Scout)</name>
<text>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</text>
<text> </text>
<text>Source: Unearthed Arcana: Kits of Old, p. 4</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Rapid Strike (Sharpshooter)</name>
<text>Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Survivor (Brute)</name>
<text>At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don&#8217;t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Defender's Blade (Knight)</name>
<text>At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. </text>
<text> In addition, you gain a +1 bonus to AC while wearing heavy armor.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Snap Shot (Sharpshooter)</name>
<text>Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4</text>
</feature>
</autolevel>
</class>
<class>
<name>Monk</name>
<autolevel level="3">
<feature optional="YES">
<name>Monastic Tradition: Way of Tranquility</name>
<text>Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.</text>
<text> </text>
<text>Source: Unearthed Arcana: Monk Monastic Traditions, p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Path of Tranquility (Way of Tranquility)</name>
<text>When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. </text>
<text> Once you cast the spell in this way, you can&#8217;t do so again for 1 minute.</text>
<text> </text>
<text>Source: Unearthed Arcana: Monk Monastic Traditions, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Healing Hands (Way of Tranquility)</name>
<text>Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level _ 10. </text>
<text> As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. </text>
<text> Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. </text>
<text> When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. </text>
<text> This feature has no effect on undead and constructs.</text>
<text> </text>
<text>Source: Unearthed Arcana: Monk Monastic Traditions, p. 2</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Emissary of Peace (Way of Tranquility)</name>
<text>At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn&#8217;t apply if proficiency in the Deception or Intimidation skill applies to your check. </text>
<text> You also gain proficiency in the Performance or Persuasion skill (choose one).</text>
<text> </text>
<text>Source: Unearthed Arcana: Monk Monastic Traditions, p. 2</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Douse the Flames of War (Way of Tranquility)</name>
<text>At 11th level, you gain the ability to temporarily extinguish a creature&#8217;s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it&#8217;s missing any of its hit points. If the target fails the save, it can&#8217;t attack for 1 minute. During that time, it also can&#8217;t cast spells that deal damage or that force someone to make a saving throw. </text>
<text> This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.</text>
<text> </text>
<text>Source: Unearthed Arcana: Monk Monastic Traditions, p. 2</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Anger of a Gentle Soul (Way of Tranquility)</name>
<text>At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. </text>
<text> Once you use this ability, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Monk Monastic Traditions, p. 2</text>
</feature>
</autolevel>
</class>
<class>
<name>Paladin</name>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>You are trained in making ranged attacks at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
<modifier category="bonus">ranged attacks +1</modifier>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Waterborne Adventures, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Sacred Oath: Oath of Treachery</name>
<text>The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. </text>
<text> Many of these paladins pay homage to demon lords, especially Grazz&#8217;t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard&#8217;s penchant for double dealing and treachery. </text>
<text> </text>
<text>Fallen Paladins: </text>
<text> The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master&#8217;s Guide. DMs are free to use either option to model villainous or fallen paladins. </text>
<text> If you switch to this oath from another one, replace all of the previous oath&#8217;s features with the features of this one, and if you renounce this oath, replace its features with the features of the new one. </text>
<text> </text>
<text>Tenets of Treachery: </text>
<text> A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard&#8217;s overwhelming concern is power and safety, especially if both can be obtained at the expense of others. </text>
<text> </text>
<text>Oath Spells: </text>
<text> You gain oath spells at the paladin levels listed. </text>
<text>3rd &#8212; charm person, expeditious retreat </text>
<text>5th &#8212; invisibility, mirror image </text>
<text>9th &#8212; gaseous form, haste </text>
<text>13th &#8212; confusion, greater invisibility </text>
<text>17th &#8212; dominate person, passwall</text>
<text> </text>
<text>Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Channel Divinity: Conjure Duplicate (Oath of Treachery)</name>
<text>As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn&#8217;t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. </text>
<text> For the duration, you can cast spells as though you were in the illusion&#8217;s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.</text>
<text> </text>
<text>Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Channel Divinity: Poison Strike (Oath of Treachery)</name>
<text>You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.</text>
<text> </text>
<text>Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Aura of Treachery (Oath of Treachery)</name>
<text>Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. </text>
<text> </text>
<text>Cull the Herd: </text>
<text> You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. </text>
<text> </text>
<text>Treacherous Strike: </text>
<text> If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. </text>
<text> You can use this ability three times. You regain expended uses of it when you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Blackguard's Escape (Oath of Treachery)</name>
<text>At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.</text>
<text> </text>
<text>Source: Unearthed Arcana: Paladin Sacred Oaths, p. 3</text>
</feature>
</autolevel>
<autolevel level="20">
<feature optional="YES">
<name>Icon of Deceit (Oath of Treachery)</name>
<text>At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: </text>
<text> </text>
<text>&#8226; You are invisible. </text>
<text> </text>
<text>&#8226; If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren&#8217;t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed. </text>
<text> </text>
<text>&#8226; If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. </text>
<text> </text>
<text> Once you use this feature, you can&#8217;t use it again until you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Paladin Sacred Oaths, p. 3</text>
</feature>
</autolevel>
</class>
<class>
<name>Ranger</name>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>You are trained in making ranged attacks at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
<modifier category="bonus">ranged attacks +1</modifier>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Waterborne Adventures, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Primeval Guardian</name>
<text>Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. </text>
<text> These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Guardian Magic (Primeval Guardian)</name>
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn&#8217;t count against the number of ranger spells you know.</text>
<text> </text>
<text>3rd &#8212; entangle </text>
<text>5th &#8212; enhance ability </text>
<text>9th &#8212; conjure animals </text>
<text>13th &#8212; giant insect </text>
<text>17th &#8212; insect plague</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Guardian Soul (Primeval Guardian)</name>
<text>Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. </text>
<text> You undergo the following changes while in your guardian form: </text>
<text> </text>
<text>&#8226; Your size becomes Large, unless you were larger. </text>
<text> </text>
<text>&#8226; Any speed you have becomes 5 feet, unless the speed was lower. </text>
<text> </text>
<text>&#8226; Your reach increases by 5 feet. </text>
<text> </text>
<text>&#8226; You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Piercing Thorns (Primeval Guardian)</name>
<text>At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Ancient Fortitude (Primeval Guardian)</name>
<text>At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Rooted Defense (Primeval Guardian)</name>
<text>At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Guardian Aura (Primeval Guardian)</name>
<text>Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
</class>
<class>
<name>Ranger (Alternate)</name>
<hd>12</hd>
<proficiency>Dexterity, Wisdom, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</proficiency>
<spellAbility></spellAbility>
<numSkills>3</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Ranger (Alternate)</name>
<text>As a 1st-level Ranger (Alternate), you begin play with 12+your Constitution modifier hit points.</text>
<text> </text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>&#8226; Armor: light armor, shields</text>
<text>&#8226; Weapons: simple weapons, martial weapons</text>
<text>&#8226; Tools: herbalism kit</text>
<text>&#8226; Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
</text>
<text> </text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>&#8226; Leather armor</text>
<text>&#8226; (a) two shortswords or (b) two martial melee weapons or (c) a martial weapon and a shield</text>
<text>&#8226; (a) a dungeoneer&#8217;s pack or (b) an explorer&#8217;s pack</text>
<text>&#8226; (a) a longbow and a quiver of 20 arrows or (b) a martial weapon</text>
<text> </text>
<text>Alternatively, you may start with 5d4x10 gp and choose your own equipment.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 1</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Ranger (Alternate)</name>
<text>To multiclass as a Ranger (Alternate), you must meet the following prerequisites:</text>
<text>&#8226; Dexterity 13 and Wisdom 13</text>
<text> </text>
<text>You gain the following proficiencies:</text>
<text>&#8226; light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 1</text>
</feature>
</autolevel>
<armor>light armor, shields</armor><weapons>simple weapons, martial weapons</weapons><tools>herbalism kit</tools><wealth>5d4x10</wealth>
<autolevel level="1">
<feature>
<name>Ambuscade</name>
<text>Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.</text>
<text> If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. </text>
<text> If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Natural Explorer</name>
<text>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you&#8217;re proficient in.</text>
<text> While traveling for an hour or more in your favored terrain, you gain the following benefits.</text>
<text> </text>
<text>&#8226; Difficult terrain doesn&#8217;t slow your group&#8217;s travel.</text>
<text> </text>
<text>&#8226; Your group can&#8217;t become lost except by magical means.</text>
<text> </text>
<text>&#8226; Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.</text>
<text> </text>
<text>&#8226; If you are traveling alone, you can move stealthily at a normal pace.</text>
<text> </text>
<text>&#8226; When you forage, you find twice as much food as you normally would.</text>
<text> </text>
<text>&#8226; While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</text>
<text> </text>
<text> You choose additional favored terrain types at 6th and 10th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 2</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Skirmisher's Stealth</name>
<text>Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. </text>
<text> At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Fighting Style</name>
<text>At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can&#8217;t take a Fighting Style option more than once, even if you later get to choose again.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Archery</name>
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
<special>fighting style archery</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>You are trained in making ranged attacks at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
<modifier category="bonus">ranged attacks +1</modifier>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
<special>fighting style defense</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
<special>fighting style dueling</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Waterborne Adventures, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Primeval Awareness</name>
<text>Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 5 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn&#8217;t reveal the creatures&#8217; location or number.</text>
<text> Once you use this feature, you must finish a short or long rest before you can use it again. </text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Spirit Path</name>
<text>At 3rd level, you form a bond with a nature spirit&#8212;a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the Seeker, or the Stalker. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. </text>
<text> </text>
<text>Spirit Companion: </text>
<text> All rangers gain a spirit companion and the ability to invoke its magical power. (Your spirit companion grants you one benefit you can call on in this playtest version of the revised ranger, with more benefits gained at higher levels.) You regain your ability to call on your spirit companion in this way when you finish a short or long rest. </text>
<text> Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are concentrating on a spell). You can also dismiss it as a bonus action. </text>
<text> The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal&#8217;s stat block or half your hit point maximum, whichever is higher. </text>
<text> The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act. </text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Spirit Path: Guardian</name>
<text>By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature&#8217;s bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share&#8212;clear-___cutting forests or hunting for sport rather than survival&#8212;risk your wrath. </text>
<text> When your spirit companion manifests, it takes the form of a brown bear.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Guardian's Shroud (Guardian)</name>
<text>Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6+your Wisdom modifier. </text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Spirit Path: Seeker</name>
<text>By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets&#8212;such as a lonely oasis providing water to a desert realm&#8212;must be protected. Others&#8212;such as an ancient idol infused with the foul magic of the demon worshippers who crafted it&#8212;must be destroyed before their evil awakens once more. </text>
<text> When your spirit companion manifests, it takes the form of a giant eagle. </text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Seeker's Eye (Seeker)</name>
<text>Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Spirit Path: Stalker</name>
<text>As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature&#8217;s vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe. </text>
<text> When your spirit companion manifests, it takes the form of a dire wolf.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Stalker's Fangs (Stalker)</name>
<text>Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6+your Wisdom modifier.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>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: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (2nd)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (3rd)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (4th)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
<autolevel level="19" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (5th)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger Options, p. 4</text>
</feature>
</autolevel>
</class>
<class>
<name>Ranger (No Spells)</name>
<hd>10</hd>
<proficiency>Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</proficiency>
<spellAbility>Dexterity</spellAbility>
<numSkills>3</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Ranger (No Spells)</name>
<text>As a 1st-level Ranger (No Spells), you begin play with 10+your Constitution modifier hit points.</text>
<text> </text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>&#8226; Armor: light armor, medium armor, shields</text>
<text>&#8226; Weapons: simple weapons, martial weapons</text>
<text>&#8226; Tools: none</text>
<text>&#8226; Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival</text>
<text> </text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>&#8226; (a) scale mail or (b) leather armor</text>
<text>&#8226; (a) two shortswords or (b) two simple melee weapons</text>
<text>&#8226; (a) a dungeoneer's pack or (b) an explorer's pack</text>
<text>&#8226; A longbow and a quiver of 20 arrows</text>
<text> </text>
<text>Alternatively, you may start with 5d4x10 gp and choose your own equipment.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 5</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Ranger (No Spells)</name>
<text>To multiclass as a Ranger (No Spells), you must meet the following prerequisites:</text>
<text>&#8226; Dexterity 13 and Wisdom 13</text>
<text> </text>
<text>You gain the following proficiencies:</text>
<text>&#8226; light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 5</text>
</feature>
</autolevel>
<armor>light armor, medium armor, shields</armor><weapons>simple weapons, martial weapons</weapons><tools>none</tools><wealth>5d4x10</wealth>
<autolevel level="1">
<slots>0,4</slots>
</autolevel>
<autolevel level="1">
<feature>
<name>Favored Enemy</name>
<text>Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.</text>
<text> Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.</text>
<text> You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</text>
<text> When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.</text>
<text> You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Natural Explorer</name>
<text>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you&#8217;re proficient in.</text>
<text> While traveling for an hour or more in your favored terrain, you gain the following benefits.</text>
<text> </text>
<text>&#8226; Difficult terrain doesn&#8217;t slow your group&#8217;s travel.</text>
<text> </text>
<text>&#8226; Your group can&#8217;t become lost except by magical means.</text>
<text> </text>
<text>&#8226; Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.</text>
<text> </text>
<text>&#8226; If you are traveling alone, you can move stealthily at a normal pace.</text>
<text> </text>
<text>&#8226; When you forage, you find twice as much food as you normally would.</text>
<text> </text>
<text>&#8226; While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</text>
<text> </text>
<text> You choose additional favored terrain types at 6th and 10th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>0,4</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Fighting Style</name>
<text>At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can&#8217;t take a Fighting Style option more than once, even if you later get to choose again.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Archery</name>
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
<special>fighting style archery</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>You are trained in making ranged attacks at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
<modifier category="bonus">ranged attacks +1</modifier>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
<special>fighting style defense</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
<special>fighting style dueling</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Waterborne Adventures, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Combat Superiority</name>
<text>At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. </text>
<text> </text>
<text>Maneuvers: You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. </text>
<text> </text>
<text>Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. </text>
<text> </text>
<text>Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver&#8217;s effects. The saving throw DC is calculated as follows: </text>
<text> Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>0,4</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Primeval Awareness</name>
<text>Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn&#8217;t reveal the creatures&#8217; location or number.</text>
<text> Once you use this feature, you must finish a short or long rest before you can use it again.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Poultices</name>
<text>At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.</text>
<text> </text>
<text>If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 7</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Ranger Archetype</name>
<text>At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Beast Master</name>
<text>The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger's Companion (Beast Master)</name>
<text>At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast&#8217;s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.</text>
<text> The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn&#8217;t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.</text>
<text> If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.</text>
<text> While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.</text>
<text> If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn&#8217;t hostile to you and that meets the requirements.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Hunter</name>
<text>Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter&#8217;s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Prey (Hunter)</name>
<text>At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Add your selected Hunter&#8217;s Prey option as a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Prey: Colossus Slayer</name>
<text>Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it&#8217;s below its hit point maximum. You can deal this extra damage only once per turn. </text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Prey: Giant Killer</name>
<text>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. </text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Prey: Horde Breaker</name>
<text>Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<slots>0,4</slots>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>0,4</slots>
</autolevel>
<autolevel level="5">
<feature>
<name>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: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="5">
<feature>
<name>Additional Maneuver</name>
<text>At 5th level, you learn one additional Combat Superiority maneuver of your choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>0,4</slots>
</autolevel>
<autolevel level="7">
<slots>0,4</slots>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Exceptional Training (Beast Master)</name>
<text>Beginning at 7th level, on any of your turns when your beast companion doesn&#8217;t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Defensive Tactics (Hunter)</name>
<text>At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. Add your selected Defensive Tactic as a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Defensive Tactics: Escape the Horde</name>
<text>Opportunity attacks against you are made with disadvantage. </text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Defensive Tactics: Multiattack Defense</name>
<text>When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. </text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Defensive Tactics: Steel Will</name>
<text>You have advantage on saving throws against being frightened.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<slots>0,4</slots>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (2nd)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature>
<name>Land's Stride</name>
<text>Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.</text>
<text> In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>0, 5</slots>
</autolevel>
<autolevel level="9">
<feature>
<name>Natural Antivenom</name>
<text>Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 7</text>
</feature>
</autolevel>
<autolevel level="9">
<feature>
<name>Additional Maneuver</name>
<text>At 9th level, you learn one additional Combat Superiority maneuver of your choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="10">
<slots>0, 5</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Hide in Plain Sight</name>
<text>Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.</text>
<text> Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>0, 5</slots>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Bestial Fury (Beast Master)</name>
<text>Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Multiattack (Hunter)</name>
<text>At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack. Add your selected Multiattack option as a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Multiattack: Volley</name>
<text>You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon&#8217;s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. </text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Multiattack: Whirlwind Attack</name>
<text>You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<slots>0, 5</slots>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (3rd)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>0, 5</slots>
</autolevel>
<autolevel level="13">
<feature>
<name>Call Natural Allies</name>
<text>Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups.</text>
<text> </text>
<text>&#8226; One beast of challenge rating 2 or lower</text>
<text> </text>
<text>&#8226; Two beasts of challenge rating 1 or lower</text>
<text> </text>
<text>&#8226; Four beasts of challenge rating 1/2 or lower</text>
<text> </text>
<text>&#8226; Eight beasts of challenge rating 1/4 or lower</text>
<text> </text>
<text> These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures&#8217; statistics.</text>
<text> After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 7</text>
</feature>
</autolevel>
<autolevel level="13">
<feature>
<name>Additional Maneuver</name>
<text>At 13th level, you learn one additional Combat Superiority maneuver of your choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="14">
<slots>0, 5</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Vanish</name>
<text>Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can&#8217;t be tracked by nonmagical means, unless you choose to leave a trail.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>0, 5</slots>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Beastly Coordination (Beast Master)</name>
<text>Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack&#8217;s damage against it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Hunter's Defense (Hunter)</name>
<text>At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge. Add your selected Superior Hunter&#8217;s Defense as a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Hunter's Defense: Evasion</name>
<text>You can nimbly dodge out of the way of certain area effects, such as a red dragon&#8217;s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Hunter's Defense: Stand Against the Tide</name>
<text>When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. </text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Hunter's Defense: Uncanny Dodge</name>
<text>When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack&#8217;s damage against you.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<slots>0, 6</slots>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (4th)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>0, 6</slots>
</autolevel>
<autolevel level="17">
<feature>
<name>Relentless</name>
<text>Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="17">
<feature>
<name>Additional Maneuver</name>
<text>At 17th level, you learn one additional Combat Superiority maneuver of your choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="18">
<slots>0, 6</slots>
</autolevel>
<autolevel level="18">
<feature>
<name>Feral Senses</name>
<text>At 18th level, you gain preternatural senses that help you fight creatures you can&#8217;t see. When you attack a creature you can&#8217;t see, your inability to see it doesn&#8217;t impose disadvantage on your attack rolls against it.</text>
<text> You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn&#8217;t hidden from you and you aren&#8217;t blinded or deafened.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="19" scoreImprovement="YES">
<slots>0, 6</slots>
</autolevel>
<autolevel level="19" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (5th)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> If your DM uses the optional Feats, you can instead take a feat.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>0, 6</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Foe Slayer</name>
<text>At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.</text>
<text> </text>
<text>Source: Unearthed Arcana: Modifying Classes, p. 6</text>
</feature>
</autolevel>
</class>
<class>
<name>Ranger (Revised)</name>
<hd>10</hd>
<proficiency>Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival</proficiency>
<spellAbility>Wisdom</spellAbility>
<numSkills>3</numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Ranger (Revised)</name>
<text>As a 1st-level Ranger (Revised), you begin play with 10+your Constitution modifier hit points.</text>
<text> </text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>&#8226; Armor: light armor, medium armor, shields</text>
<text>&#8226; Weapons: simple weapons, martial weapons</text>
<text>&#8226; Tools: none</text>
<text>&#8226; Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival</text>
<text> </text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text>&#8226; (a) scale mail or (b) leather armor </text>
<text>&#8226; (a) two shortswords or (b) two simple melee weapons </text>
<text>&#8226; (a) a dungeoneer&#8217;s pack or (b) an explorer&#8217;s pack </text>
<text>&#8226; A longbow and a quiver of 20 arrows</text>
<text> </text>
<text>Alternatively, you may start with 5d4x10 gp and choose your own equipment.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 1</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Ranger (Revised)</name>
<text>To multiclass as a Ranger (Revised), you must meet the following prerequisites:</text>
<text>&#8226; Dexterity 13 and Wisdom 13</text>
<text> </text>
<text>You gain the following proficiencies:</text>
<text>&#8226; light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival</text>
<text> </text>
<text>Source: Player's Handbook, p. 163</text>
</feature>
</autolevel>
<armor>light armor, medium armor, shields</armor><weapons>simple weapons, martial weapons</weapons><tools>none</tools><wealth>5d4x10</wealth>
<autolevel level="1">
<feature>
<name>Favored Enemy</name>
<text>Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</text>
<text> When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Natural Explorer</name>
<text>You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: </text>
<text> </text>
<text>&#8226; You ignore difficult terrain. </text>
<text> </text>
<text>&#8226; You have advantage on initiative rolls. </text>
<text> </text>
<text>&#8226; On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. </text>
<text> </text>
<text> In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: </text>
<text> </text>
<text>&#8226; Difficult terrain doesn&#8217;t slow your group&#8217;s travel. </text>
<text> </text>
<text>&#8226; Your group can&#8217;t become lost except by magical means. </text>
<text> </text>
<text>&#8226; Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. </text>
<text> </text>
<text>&#8226; If you are traveling alone, you can move stealthily at a normal pace. </text>
<text> </text>
<text>&#8226; When you forage, you find twice as much food as you normally would. </text>
<text> </text>
<text>&#8226; While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<slots>0,2</slots>
</autolevel>
<autolevel level="2">
<feature>
<name>Fighting Style</name>
<text>At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can&#8217;t take a Fighting Style option more than once, even if you later get to choose again.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Archery</name>
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 3</text>
<special>fighting style archery</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>You are trained in making ranged attacks at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
<modifier category="bonus">ranged attacks +1</modifier>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Defense</name>
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 3</text>
<special>fighting style defense</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 3</text>
<special>fighting style dueling</special>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: Waterborne Adventures, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<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> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text> </text>
<text>Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Spellcasting</name>
<text>By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. </text>
<text> </text>
<text>Spell Slots: </text>
<text> The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell&#8217;s level or higher. You regain all expended spell slots when you finish a long rest. </text>
<text> For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. </text>
<text> </text>
<text>Spells Known of 1st Level and Higher: </text>
<text> You know two 1st-level spells of your choice from the ranger spell list. </text>
<text> At each odd level, you learn an additional ranger spell of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. </text>
<text> Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. </text>
<text> </text>
<text>Spellcasting Ability: </text>
<text> Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. </text>
<text> </text>
<text>Spell save DC = 8 + your proficiency bonus + your Wisdom modifier </text>
<text> </text>
<text>Spell attack modifier = your proficiency bonus + your Wisdom modifier</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<slots>0,3</slots>
</autolevel>
<autolevel level="3">
<feature>
<name>Primeval Awareness</name>
<text>Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. </text>
<text> You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. </text>
<text> You cannot use this ability against a creature that you have attacked within the past 10 minutes. </text>
<text> Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures&#8217; general direction and distance (in miles) from you. </text>
<text> If there are multiple groups of your favored enemies within range, you learn this information for each group.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Ranger Conclave</name>
<text>At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Beast Conclave</name>
<text>Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Animal Companion (Beast Conclave)</name>
<text>At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. </text>
<text> With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. </text>
<text> At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion&#8217;s Bond ability. You can have only one animal companion at a time. </text>
<text> If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion&#8217;s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. </text>
<text> If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Companion's Bond (Beast Conclave)</name>
<text>Your animal companion gains a variety of benefits while it is linked to you. </text>
<text> The animal companion loses its Multiattack action, if it has one. </text>
<text> The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. </text>
<text> When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. </text>
<text> Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. </text>
<text> Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. </text>
<text> For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. </text>
<text> Whenever you gain the Ability Score Improvement class feature, your companion&#8217;s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can&#8217;t increase an ability score above 20 using this feature unless its description specifies otherwise. </text>
<text> Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, &#8220;The ranger who travels with me is a beloved companion for whom I would gladly give my life.&#8221; </text>
<text> Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. </text>
<text> </text>
<text>Trait: </text>
<text>1. I&#8217;m dauntless in the face of adversity. </text>
<text>2. Threaten my friends, threaten me. </text>
<text>3. I stay on alert so others can rest. </text>
<text>4. People see an animal and underestimate me. I use that to my advantage. </text>
<text>5. I have a knack for showing up in the nick of time. </text>
<text>6. I put my friends&#8217; needs before my own in all things. </text>
<text> </text>
<text>Flaw: </text>
<text>1. If there&#8217;s food left unattended, I&#8217;ll eat it. </text>
<text>2. I growl at strangers, and all people except my ranger are strangers to me. </text>
<text>3. Any time is a good time for a belly rub. </text>
<text>4. I&#8217;m deathly afraid of water. </text>
<text>5. My idea of hello is a flurry of licks to the face. </text>
<text>6. I jump on creatures to tell them how much I love them.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Gloom Stalker Conclave</name>
<text>Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker Magic (Gloom Stalker Conclave)</name>
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn&#8217;t count against the number of ranger spells you know.</text>
<text> </text>
<text>3rd&#8212;disguise self</text>
<text>5th&#8212;rope trick</text>
<text>9th&#8212;fear</text>
<text>13th&#8212;greater invisibility</text>
<text>17th&#8212;seeming</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Dread Ambusher (Gloom Stalker Conclave)</name>
<text>At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.</text>
<text> At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon&#8217;s damage type.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Umbral Sight (Gloom Stalker Conclave)</name>
<text>At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.</text>
<text> You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Horizon Walker</name>
<text>Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse&#8212;especially benevolent dragons, fey, and elementals&#8212;that work to preserve life and the order of the planes.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker Magic (Horizon Walker Conclave)</name>
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn&#8217;t count against the number of ranger spells you know. </text>
<text> </text>
<text>3rd &#8212; protection from evil and good </text>
<text>5th &#8212; alter self </text>
<text>9th &#8212; protection from energy </text>
<text>13th &#8212; banishment </text>
<text>17th &#8212; teleportation circle</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Detect Portal (Horizon Walker Conclave)</name>
<text>At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.</text>
<text> Once you use this feature, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> See the "Planar Travel" section in chapter 2 of the Dungeon Master&#8217;s Guide for examples of planar portals.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Planar Warrior (Horizon Walker Conclave)</name>
<text>At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.</text>
<text> As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Hunter Conclave</name>
<text>Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Prey (Hunter Conclave)</name>
<text>At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Prey: Colossus Slayer</name>
<text>Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it&#8217;s below its hit point maximum. You can deal this extra damage only once per turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Prey: Giant Killer</name>
<text>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Prey: Horde Breaker</name>
<text>Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Monster Slayer</name>
<text>You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer Magic (Monster Slayer Conclave)</name>
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you but doesn&#8217;t count against the number of ranger spells you know.</text>
<text> </text>
<text>3rd &#8212; protection from evil and good</text>
<text>5th &#8212; zone of truth</text>
<text>9th &#8212; magic circle</text>
<text>13th &#8212; banishment</text>
<text>17th &#8212; hold monster</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter's Sense (Monster Slayer Conclave)</name>
<text>At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.</text>
<text> You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Slayer's Prey (Monster Slayer Conclave)</name>
<text>Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.</text>
<text> This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Nightstalker</name>
<text>The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield.</text>
<text> </text>
<text>Source: Dark Arts Player's Companion, p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Shadow Familiar (Nightstalker Conclave)</name>
<text>At 3rd level, you gain the ability to summon a creature made from shadow magic to serve you. As a bonus action on your turn, you conjure or dismiss your shadow familiar, which takes the form of a spectral creature. You choose the form you can create when you first select this subclass.</text>
<text> When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar move and make attacks of its own, which use your Ranger spell attack modifier for their attack rolls. Your shadow familiar cannot move farther than 120 feet away from you.</text>
<text> The three forms you can choose from are listed below:</text>
<text> </text>
<text>Cat: Whenever you forgo an attack, you can have the cat move up to 30 feet and attack a creature. On a hit, the attack deals 1d4 + your Wisdom modifier slashing damage, and the next attack made against that creature has advantage on the attack roll.</text>
<text> As an action, you can expend a ranger spell slot to infuse the cat&#8217;s claws with poison and have it leap onto a target within 30 feet of it. That creature must succeed on a Constitution saving throw against your Ranger spell save DC or be poisoned until the end of your next turn and take 2d8 poison damage for a 1st level spell slot, plus 1d8 for each spell level higher than 1st.</text>
<text> </text>
<text>Raven: Whenever you forgo an attack, you can have the raven fly up to 45 feet and attack a creature. On a hit, the attack deals 1d10 + your Wisdom modifier piercing damage.</text>
<text> As an action, you can expend a ranger spell slot to infuse the raven with lightning and have it travel along a line 5 feet wide and 20 feet long. Each creature in that line must succeed on a Dexterity saving throw or take 2d6 lightning damage for a 1st level spell slot, plus 1d6 for each spell level higher than 1st.</text>
<text> </text>
<text>Wolf: Whenever you forgo an attack, you can have the wolf move up to 30 feet and attack a creature. On a hit, the attack deals 1d6 + your Wisdom modifier piercing damage, and the target has disadvantage on its next attack roll.</text>
<text> As an action, you can expend a ranger spell slot to infuse the wolf with primal ferocity and have it release a piercing howl. Each creature of your choice within 30 feet of the wolf gains 1d6 temporary hit points for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. These temporary hit points last for 1 minute.</text>
<text> </text>
<text>Source: Dark Arts Player's Companion, p. 15</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Conclave: Primeval Guardian</name>
<text>Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. </text>
<text> These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Guardian Magic (Primeval Guardian)</name>
<text>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn&#8217;t count against the number of ranger spells you know.</text>
<text> </text>
<text>3rd &#8212; entangle </text>
<text>5th &#8212; enhance ability </text>
<text>9th &#8212; conjure animals </text>
<text>13th &#8212; giant insect </text>
<text>17th &#8212; insect plague</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Guardian Soul (Primeval Guardian)</name>
<text>Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. </text>
<text> You undergo the following changes while in your guardian form: </text>
<text> </text>
<text>&#8226; Your size becomes Large, unless you were larger. </text>
<text> </text>
<text>&#8226; Any speed you have becomes 5 feet, unless the speed was lower. </text>
<text> </text>
<text>&#8226; Your reach increases by 5 feet. </text>
<text> </text>
<text>&#8226; You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Piercing Thorns (Primeval Guardian)</name>
<text>At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<slots>0,3</slots>
</autolevel>
<autolevel level="4" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="5">
<slots>0,4,2</slots>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Coordinated Attack (Beast Conclave)</name>
<text>Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Extra Attack (Gloom Stalker Conclave)</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: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Extra Attack (Horizon Walker Conclave)</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: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Extra Attack (Hunter Conclave)</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: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Extra Attack (Monster Slayer Conclave)</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: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Extra Attack (Nightstalker Conclave)</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: Dark Arts Player's Companion, p. 15</text>
</feature>
</autolevel>
<autolevel level="5">
<feature optional="YES">
<name>Extra Attack (Primeval Guardian)</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: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="6">
<slots>0,4,2</slots>
</autolevel>
<autolevel level="6">
<feature>
<name>Greater Favored Enemy</name>
<text>At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.</text>
<text> Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="7">
<slots>0,4,3</slots>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Beast's Defense (Beast Conclave)</name>
<text>At 7th level, while your companion can see you, it has advantage on all saving throws.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Iron Mind (Gloom Stalker Conclave)</name>
<text>By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
<proficiency>Wisdom</proficiency>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Ethereal Step (Horizon Walker Conclave)</name>
<text>At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Defensive Tactics (Hunter Conclave)</name>
<text>At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Defensive Tactics: Escape the Horde</name>
<text>Opportunity attacks against you are made with disadvantage.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Defensive Tactics: Multiattack Defense</name>
<text>When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Defensive Tactics: Steel Will</name>
<text>You have advantage on saving throws against being frightened.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Supernatural Defense (Monster Slayer Conclave)</name>
<text>At 7th level, you gain extra resilience against your prey&#8217;s assaults on your mind and body. Whenever the target of your Slayer&#8217;s Eye forces you to make a saving throw, add 1d6 to your roll.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Shadowy Transposition (Nightstalker Conclave)</name>
<text>Starting at 7th level, whenever you activate the action of your shadow familiar that requires you to expend a spell slot, you can choose to swap positions with them before activating the ability.</text>
<text> </text>
<text>Source: Dark Arts Player's Companion, p. 15</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Ancient Fortitude (Primeval Guardian)</name>
<text>At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<slots>0,4,3</slots>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (2nd)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="8" scoreImprovement="YES">
<feature>
<name>Fleet of Foot</name>
<text>Beginning at 8th level, you can use the Dash action as a bonus action on your turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="9">
<slots>0,4,3,2</slots>
</autolevel>
<autolevel level="10">
<slots>0,4,3,2</slots>
</autolevel>
<autolevel level="10">
<feature>
<name>Hide in Plain Sight</name>
<text>Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. </text>
<text> When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a _10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. </text>
<text> If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="11">
<slots>0,4,3,3</slots>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Storm of Claws and Fangs (Beast Conclave)</name>
<text>At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Stalker's Flurry (Gloom Stalker Conclave)</name>
<text>At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Distant Strike (Horizon Walker Conclave)</name>
<text>At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.</text>
<text> If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Multiattack (Hunter Conclave)</name>
<text>At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Multiattack: Volley</name>
<text>You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon&#8217;s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Multiattack: Whirlwind Attack</name>
<text>You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Magic-User's Nemesis (Monster Slayer Conclave)</name>
<text>At 11th level, you gain the ability to thwart someone else&#8217;s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against you spell save DC, or its spell or teleport fails and is wasted.</text>
<text> Once you use this feature, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Master of the Dark (Nightstalker Conclave)</name>
<text>At 11th level, you can choose another form of shadow familiar that you can create, choosing from the same three forms described in the shadow familiar feature.</text>
<text> </text>
<text>Source: Dark Arts Player's Companion, p. 15</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Rooted Defense (Primeval Guardian)</name>
<text>At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<slots>0,4,3,3</slots>
</autolevel>
<autolevel level="12" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (3rd)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="13">
<slots>0,4,3,3,1</slots>
</autolevel>
<autolevel level="14">
<slots>0,4,3,3,1</slots>
</autolevel>
<autolevel level="14">
<feature>
<name>Vanish</name>
<text>Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can&#8217;t be tracked by nonmagical means, unless you choose to leave a trail.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 5</text>
</feature>
</autolevel>
<autolevel level="15">
<slots>0,4,3,3,2</slots>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Beast's Defense (Beast Conclave)</name>
<text>At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack&#8217;s damage against it.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Shadowy Dodge (Gloom Stalker Conclave)</name>
<text>Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn&#8217;t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 42</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Spectral Defense (Horizon Walker Conclave)</name>
<text>At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack&#8217;s damage on this turn.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Hunter's Defense (Hunter Conclave)</name>
<text>At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, and Uncanny Dodge.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Hunter's Defense: Evasion</name>
<text>When you are subjected to an effect, such as a red dragon&#8217;s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Hunter's Defense: Stand Against the Tide</name>
<text>When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Superior Hunter's Defense: Uncanny Dodge</name>
<text>When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack&#8217;s damage against you.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 6</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Slayer&#8217;s Counter (Monster Slayer Conclave)</name>
<text>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer&#8217;s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack&#8217;s normal effects.</text>
<text> </text>
<text>Source: Xanathar's Guide to Everything, p. 43</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Lord of the Night (Nightstalker Conclave)</name>
<text>When you reach 15th level, you have gained much greater power over your shadow familiar. When you activate the action of your shadow familiar that requires you to expend a spell slot, you can activate it as bonus action rather than an action.</text>
<text> Additionally, once per long rest you can activate that action without expending a spell slot.</text>
<text> </text>
<text>Source: Dark Arts Player's Companion, p. 15</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Guardian Aura (Primeval Guardian)</name>
<text>Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.</text>
<text> </text>
<text>Source: Unearthed Arcana: Ranger and Rogue, p. 2</text>
</feature>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<slots>0,4,3,3,2</slots>
</autolevel>
<autolevel level="16" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (4th)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="17">
<slots>0,4,3,3,3,1</slots>
</autolevel>
<autolevel level="18">
<slots>0,4,3,3,3,1</slots>
</autolevel>
<autolevel level="18">
<feature>
<name>Feral Senses</name>
<text>At 18th level, you gain preternatural senses that help you fight creatures you can&#8217;t see. When you attack a creature you can&#8217;t see, your inability to see it doesn&#8217;t impose disadvantage on your attack rolls against it.</text>
<text> You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn&#8217;t hidden from you and you aren&#8217;t blinded or deafened.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 5</text>
</feature>
</autolevel>
<autolevel level="19" scoreImprovement="YES">
<slots>0,4,3,3,3,2</slots>
</autolevel>
<autolevel level="19" scoreImprovement="YES">
<feature>
<name>Ability Score Improvement (5th)</name>
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#8217;t increase an ability score above 20 using this feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 4</text>
</feature>
</autolevel>
<autolevel level="20">
<slots>0,4,3,3,3,2</slots>
</autolevel>
<autolevel level="20">
<feature>
<name>Foe Slayer</name>
<text>At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Ranger, Revised, p. 5</text>
</feature>
</autolevel>
</class>
<class>
<name>Rune Scribe</name>
<hd>8</hd>
<proficiency></proficiency>
<spellAbility></spellAbility>
<numSkills></numSkills>
<autolevel level="1">
<feature optional="YES">
<name>Starting Rune Scribe</name>
<text>As a 1st-level Rune Scribe, you begin play with 8+your Constitution modifier hit points.</text>
<text> </text>
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
<text>&#8226; Armor: </text>
<text>&#8226; Weapons: </text>
<text>&#8226; Tools: </text>
<text>&#8226; Skills: </text>
<text> </text>
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
<text></text>
<text> </text>
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Multiclass Rune Scribe</name>
<text>To multiclass as a Rune Scribe, you must meet the following prerequisites:</text>
<text>&#8226; Dexterity 13: Rune scribes need agile fingers to master the intricate patterns of a rune. </text>
<text>&#8226; Intelligence 13: Rune lore requires intense study and knowledge. </text>
<text>&#8226; Proficiency in the Arcana skill: Rune mastery requires an understanding of arcane lore. </text>
<text>&#8226; Character level 5th: Rune magic awakens only for powerful souls, and you must be a 5th-level character before you can gain levels in the rune scribe prestige class. </text>
<text>&#8226; Complete a special task. You must find a rune and present it to an NPC rune scribe who accepts it in return for tutoring you in the ways of rune magic. You cannot gain more levels in this prestige class than your tutor has. You might need to seek out additional runes and present them to more skilled rune scribes in order to reach 5th level in this prestige class.</text>
<text> </text>
<text>You gain the following proficiencies:</text>
<text>&#8226; Calligrapher&#8217;s supplies, mason&#8217;s tools, woodcarver&#8217;s tools</text>
<text> </text>
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
</autolevel>
<autolevel level="1">
<feature>
<name>Rune Lore</name>
<text>At 1st level, you learn the basics of scribing runes, and are able to activate a master rune&#8217;s full range of properties when you are properly attuned to it.</text>
<text> The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune&#8217;s secrets.</text>
<text> </text>
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3</text>
</feature>
</autolevel>
<autolevel level="1">
<feature>
<name>Runic Magic</name>
<text>Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Rune Scribe table, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes. </text>
<text> For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard.</text>
<text> </text>
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
</autolevel>
<autolevel level="2">
<feature>
<name>Runic Discovery</name>
<text>Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 2nd, 3rd, and 5th level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it.</text>
<text> In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features.</text>
<text> You can spend another short rest doing nothing but meditating on the rune to end your attunement to it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
</autolevel>
<autolevel level="4">
</autolevel>
<autolevel level="4">
<feature>
<name>Living Rune</name>
<text>Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind.</text>
<text> At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.)</text>
<text> </text>
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3</text>
</feature>
</autolevel>
<autolevel level="5">
</autolevel>
<autolevel level="5">
<feature>
<name>Rune Mastery</name>
<text>At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune.</text>
<text> </text>
<text>Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3</text>
</feature>
</autolevel>
</class>
<class>
<name>Sorcerer</name>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Phoenix Sorcery</name>
<text>Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix&#8217;s power dwells within you.</text>
<text> That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can&#8217;t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.</text>
<text> More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.</text>
<text> Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.</text>
<text> </text>
<text>Phoenix Soul Quirks </text>
<text> </text>
<text>1 &#8212; You absentmindedly ignite small fires that quickly sputter out.</text>
<text> </text>
<text>2 &#8212; You cackle like a fiend when you unleash your fire spells.</text>
<text> </text>
<text>3 &#8212; You admire fire, even if it burns your friends.</text>
<text> </text>
<text>4 &#8212; You are covered in burns that mark the first time your power manifested.</text>
<text> </text>
<text>5 &#8212; You like your food charred.</text>
<text> </text>
<text>6 &#8212; You are brave to the point of recklessness.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 1</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Ignite (Phoenix Sorcery)</name>
<text>At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand&#8212;an object such as a torch, a piece of tinder, or the hem of drapes.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Mantle of Flame (Phoenix Sorcery)</name>
<text>Starting at 1st level, you can unleash the phoenix fire that blazes within you.</text>
<text> As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:</text>
<text> </text>
<text>&#8226; You shed bright light in a 30-foot radius and dim light for an additional 30 feet.</text>
<text> </text>
<text>&#8226; Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee
attack from within 5 feet of you or if it touches
you.</text>
<text> </text>
<text>&#8226; Whenever you roll fire damage on your turn,
the roll gains a bonus to equal to your Charisma modifier.</text>
<text> Once you use this feature, you can&#8217;t use it again until you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Sea Sorcery</name>
<text>The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.</text>
<text> Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Soul of the Sea (Sea Sorcery)</name>
<text>At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 3</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Curse of the Sea (Sea Sorcery)</name>
<text>When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.</text>
<text> When you hit a creature with a cantrip&#8217;s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.</text>
<text> Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn&#8217;t a cantrip (you choose the effect to use if more than one effect applies):</text>
<text> </text>
<text>Cold Damage: If the affected target takes cold damage from your spell, the target&#8217;s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target&#8217;s speed, use whichever reduction is greater.</text>
<text> </text>
<text>Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.</text>
<text> </text>
<text>Forced Movement; If the target is moved by your spell, increase the distance it is moved by 15 feet.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 3</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sorcerous Origin: Stone Sorcery</name>
<text>Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.</text>
<text> Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 3</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Bonus Proficiencies (Stone Sorcery)</name>
<text>At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 4</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Metal Magic (Stone Sorcery)</name>
<text>Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</text>
<text> </text>
<text>1st &#8212; compelled duel</text>
<text>1st &#8212; searing smite</text>
<text>1st &#8212; thunderous smite</text>
<text>1st &#8212; wrathful smite</text>
<text>2nd &#8212; branding smite</text>
<text>2nd &#8212; magic weapon</text>
<text>3rd &#8212; blinding smite</text>
<text>3rd &#8212; elemental weapon</text>
<text>4th &#8212; staggering smite.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 4</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Stone&#8217;s Durability (Stone Sorcery)</name>
<text>At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.</text>
<text> As an action, you can gain a base AC of 13 + your Constitution modifier if you aren&#8217;t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 4</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Phoenix Spark (Phoenix Sorcery)</name>
<text>Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.</text>
<text> If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.</text>
<text> If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.</text>
<text> Once you use this feature, you can&#8217;t use it again until you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 2</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Watery Defense (Sea Sorcery)</name>
<text>At 6th level, you gain resistance to fire damage.</text>
<text> You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from
it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 3</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Stone Aegis (Stone Sorcery)</name>
<text>Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies&#8217; protection.</text>
<text> As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.</text>
<text> In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see
within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 4</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Nourishing Fire (Phoenix Sorcery)</name>
<text>Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot&#8217;s level + your Charisma modifier.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 2</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Shifting Form (Sea Sorcery)</name>
<text>Starting at 14th level, you gain the ability to enter a liquid state while moving.</text>
<text> When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy&#8217;s space but can&#8217;t willingly end your move there.</text>
<text> On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you&#8217;re in a space one size smaller than you. You can&#8217;t willingly stop in a space smaller than that, and if you&#8217;re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 3</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Stone&#8217;s Edge (Stone Sorcery)</name>
<text>Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 4</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Form of the Phoenix (Phoenix Sorcery)</name>
<text>At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:</text>
<text> </text>
<text>&#8226; You have a flying speed of 40 feet and can hover.</text>
<text> </text>
<text>&#8226; You have resistance to all damage.</text>
<text> </text>
<text>&#8226; If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 2</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Water Soul (Sea Sorcery)</name>
<text>Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:</text>
<text> </text>
<text>&#8226; You no longer need to eat, drink, or sleep.</text>
<text> </text>
<text>&#8226; A critical hit against you becomes a normal hit. </text>
<text> </text>
<text>&#8226; You have resistance to bludgeoning, piercing, and slashing damage.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 3</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Earth Master&#8217;s Aegis (Stone Sorcery)</name>
<text>Beginning at 18th level, when you use your Stone&#8217;s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.</text>
<text> </text>
<text>Source: Unearthed Arcana: Sorcerer, p. 4</text>
</feature>
</autolevel>
</class>
<class>
<name>Warlock</name>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: 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&#8217;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&#8217;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> </text>
<text>Expanded Spell List: The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
<text> </text>
<text>1st &#8212; false life, sanctuary</text>
<text>2nd &#8212; silence, spiritual weapon</text>
<text>3rd &#8212; feign death, speak with dead</text>
<text>4th &#8212; ice storm, locate creature</text>
<text>5th &#8212; commune, cone of cold.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Sentinel Raven (The Raven Queen)</name>
<text>Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.</text>
<text> While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can&#8217;t be targeted by any attack or other harmful effect; only you can cast spells on it; it can&#8217;t take damage; and it is incapacitated.</text>
<text> You can see through the raven&#8217;s eyes and hear what it hears while it is within 100 feet of you.</text>
<text> In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.</text>
<text> The raven doesn&#8217;t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.</text>
<text> The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.</text>
<text> At the end of a short or long rest, you can call the raven back to you&#8212;no matter where it is or whether it died&#8212;and it reappears within 5 feet of you.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 2</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Otherworldly Patron: The Seeker</name>
<text>Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron&#8217;s gifts, you wander the world seeking lore that you can share with the Seeker.</text>
<text> Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker&#8217;s role.</text>
<text> </text>
<text>Expanded Spell List:</text>
<text> The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
<text> </text>
<text>1st &#8212; feather fall, jump</text>
<text>2nd &#8212; levitate, locate object</text>
<text>3rd &#8212; clairvoyance, sending</text>
<text>4th &#8212; arcane eye, locate creature</text>
<text>5th &#8212; legend lore, passwall</text>
<text> </text>
<text>Source: Unearthed Arcana: The Faithful, p. 1</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Shielding Aurora (The Seeker)</name>
<text>Starting at 1st level, you can invoke the Seeker&#8217;s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.</text>
<text> Once you use this feature, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Faithful, p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Pact Boon: Pact of the Star Chain</name>
<text>At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock&#8217;s existing Pact Boon options.</text>
<text> The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn&#8217;t count against your number of spells known.</text>
<text> Additionally, you can invoke the Seeker&#8217;s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.</text>
<text> If you lose your Star Chain, you can perform a 1 hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.</text>
<text> The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Faithful, p. 1</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Soul of the Raven (The Raven Queen)</name>
<text>At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven&#8217;s form. While merged, you become Tiny, you replace your speed with the raven&#8217;s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 2</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Astral Refuge (The Seeker)</name>
<text>At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Faithful, p. 2</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Raven&#8217;s Shield (The Raven Queen)</name>
<text>At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 3</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Far Wanderer (The Seeker)</name>
<text>At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.</text>
<text> </text>
<text>Source: Unearthed Arcana: The Faithful, p. 2</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Queen&#8217;s Right Hand (The Raven Queen)</name>
<text>Starting at 14th level, you can channel the Raven Queen&#8217;s power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can&#8217;t do so again until you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 3</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Astral Sequestration (The Seeker)</name>
<text>Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.</text>
<text> By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.</text>
<text> During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.</text>
<text> Once you use this ability, you cannot use it again until you complete a long rest.</text>
<text> </text>
<text> </text>
<text>Source: Unearthed Arcana: The Faithful, p. 2</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Gift of the Depths</name>
<text>Prerequisite: The Archfey patron</text>
<text> The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. </text>
<text> You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can&#8217;t do so again until you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 5</text>
</feature>
</autolevel>
</class>
<class>
<name>Wizard</name>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Artificer</name>
<text>When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.</text>
<text> Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Eberron, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Infuse Potions (Artificer)</name>
<text>Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. </text>
<text> The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master&#8217;s Guide for complete rules on potions.</text>
<text> </text>
<text>1st &#8212; Climbing, growth, or healing</text>
<text>2nd &#8212; Mind reading or greater healing</text>
<text>3rd &#8212; Invisibility, superior healing, or water breathing</text>
<text>4th &#8212; Resistance</text>
<text> </text>
<text>Source: Unearthed Arcana: Eberron, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Infuse Scrolls (Artificer)</name>
<text>At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.</text>
<text> You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell&#8217;s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Eberron, p. 4</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Lore Mastery</name>
<text>Lore Mastery is an arcane tradition fixated on
understanding the underlying mechanics of
magic. It is the most academic of all arcane
traditions. The promise of uncovering new
knowledge or proving (or discrediting) a theory
of magic is usually required to rouse its
practitioners from their laboratories, academies,
and archives to pursue a life of adventure.</text>
<text> Known as savants, followers of this tradition
are a bookish lot who see beauty and mystery in
the application of magic. The results of a spell
are less interesting to them than the process that
creates it. Some savants take a haughty attitude
toward those who follow a tradition focused on a
single school of magic, seeing them as provincial
and lacking the sophistication needed to master
true magic. Other savants are generous teachers, knowledge and good humor.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 5</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Lore Master (Lore Mastery)</name>
<text>Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.</text>
<text> In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 6</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Spell Secrets (Lore Mastery)</name>
<text>At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.</text>
<text> When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell&#8217;s formula as you cast it.</text>
<text> When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can&#8217;t do so again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 6</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: School of Invention</name>
<text>The School of Invention claims credit for inventing the other schools of magic&#8212;a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse.</text>
<text> Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens.</text>
<text> Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways.</text>
<text> Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 2</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Tools of the Inventor (School of Invention)</name>
<text>At 2nd level, you gain proficiency with two tools of your choice.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcanomechanical Armor (School of Invention)</name>
<text>Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor.</text>
<text> Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor&#8212;a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.</text>
<text> The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds.</text>
<text> You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Reckless Casting (School of Invention)</name>
<text>Starting at 2nd level, you can attempt to cast a spell you don&#8217;t have prepared. When you use this ability, you use your action and choose one of the following options:</text>
<text> </text>
<text>&#8226; Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.</text>
<text> </text>
<text>&#8226; Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th- level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.</text>
<text> </text>
<text> If the spell you cast isn&#8217;t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.</text>
<text> </text>
<text>d10 &#8212; Cantrip:</text>
<text>1 &#8212; acid splash </text>
<text>2 &#8212; chill touch </text>
<text>3 &#8212; fire bolt</text>
<text>4 &#8212; light</text>
<text>5 &#8212; poison spray</text>
<text>6 &#8212; ray of frost</text>
<text>7 &#8212; shocking grasp </text>
<text>8 &#8212; sacred flame</text>
<text>9 &#8212; thorn whip</text>
<text>10 &#8212; Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.</text>
<text> </text>
<text>d10 &#8212; 1st-Level Spell:</text>
<text>1 &#8212; burning hands </text>
<text>2 &#8212; chromatic orb </text>
<text>3 &#8212; color spray</text>
<text>4 &#8212; faerie fire</text>
<text>5 &#8212; false life</text>
<text>6 &#8212; fog cloud</text>
<text>7 &#8212; jump</text>
<text>8 &#8212; magic missile </text>
<text>9 &#8212; thunderwave</text>
<text>10 &#8212; Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
<text> </text>
<text>d10 &#8212; 2nd-Level Spell:</text>
<text>1 &#8212; blur</text>
<text>2 &#8212; darkness</text>
<text>3 &#8212; enlarge/reduce </text>
<text>4 &#8212; gust of wind</text>
<text>5 &#8212; invisibility</text>
<text>6 &#8212; levitate</text>
<text>7 &#8212; Melf&#8217;s acid arrow</text>
<text>8 &#8212; scorching ray</text>
<text>9 &#8212; shatter</text>
<text>10 &#8212; Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
<text> </text>
<text>d10 &#8212; 3rd-Level Spell:</text>
<text>1 &#8212; blink</text>
<text>2 &#8212; fear</text>
<text>3 &#8212; feign death</text>
<text>4 &#8212; fireball</text>
<text>5 &#8212; fly</text>
<text>6 &#8212; gaseous form</text>
<text>7 &#8212; lightning bolt</text>
<text>8 &#8212; sleet storm</text>
<text>9 &#8212; stinking cloud</text>
<text>10 &#8212; Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
<text> </text>
<text>d10 &#8212; 4th-Level Spell:</text>
<text>1 &#8212; blight</text>
<text>2 &#8212; confusion</text>
<text>3 &#8212; Evard&#8217;s black tentacles</text>
<text>4 &#8212; fire shield</text>
<text>5 &#8212; greater invisibility</text>
<text>6 &#8212; ice storm</text>
<text>7 &#8212; phantasmal killer</text>
<text>8 &#8212; stoneskin</text>
<text>9 &#8212; wall of fire</text>
<text>10 &#8212; Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
<text> </text>
<text>d10 &#8212; 5th-Level Spell:</text>
<text>1 &#8212; cloudkill</text>
<text>2 &#8212; cone of cold</text>
<text>3 &#8212; destructive wave</text>
<text>4 &#8212; flame strike</text>
<text>5 &#8212; hold monster</text>
<text>6 &#8212; insect plague</text>
<text>7 &#8212; mass cure wounds</text>
<text>8 &#8212; wall of force</text>
<text>9 &#8212; wall of stone</text>
<text>10 &#8212; Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 3</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Theurgy</name>
<text>A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.</text>
<text> Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.</text>
<text> </text>
<text>Source: Unearthed Arcana: Wizard Revisited, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Divine Inspiration (Theurgy)</name>
<text>When you choose this tradition at 2nd level, choose a domain from your chosen deity&#8217;s list of eligible domains (see appendix B, &#8220;Gods of the Multiverse,&#8221; in the Player&#8217;s Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist.</text>
<text> </text>
<text>Source: Unearthed Arcana: Wizard Revisited, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Initiate (Theurgy)</name>
<text>Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.</text>
<text> If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.</text>
<text> Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can&#8217;t copy cleric spells from your spellbook into their own spellbooks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Wizard Revisited, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Channel Arcana (Theurgy)</name>
<text>At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.</text>
<text> When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.</text>
<text> Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.</text>
<text> Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.</text>
<text> If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.</text>
<text> </text>
<text>Source: Unearthed Arcana: Wizard Revisited, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Channel Arcana: Divine Arcana (Theurgy)</name>
<text>As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.</text>
<text> </text>
<text>Source: Unearthed Arcana: Wizard Revisited, p. 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Channel Divinity: Artisan's Blessing (Forge Domain) (Theurgy)</name>
<text>Starting at 2nd level, you can use your Channel Divinity to create simple items. </text>
<text> You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools. or another metal object (see chapter 5, "Equipment," in the Player&#8217;s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. </text>
<text> The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual&#8217;s end, magically forming even nonmetal parts of the creation.</text>
<text> The ritual can create an exact duplicate of a nonmagical item that contains metal, such as a copy of a key, if you possess the original during the ritual.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 1</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Channel Divinity: Path to the Grave (Grave Domain) (Theurgy)</name>
<text>Starting at 2nd level, you can use your Channel Divinity to mark another creature&#8217;s life force for termination. </text>
<text> As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn.. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of the attack&#8217;s damage, and then the curse ends.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 2</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Channel Divinity: Radiant Defense (Protection Domain) (Theurgy)</name>
<text>Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. </text>
<text> As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 3</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Infuse Weapons and Armor (Artificer)</name>
<text>Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.</text>
<text> The spell slot you expend determines the type of weapon, armor, or shield you can create.</text>
<text> </text>
<text>2nd &#8212; +1 ammunition (20 pieces)</text>
<text>3rd &#8212; +1 weapon or +1 shield</text>
<text>4th &#8212; +1 armor</text>
<text>5th &#8212; +2 weapon or +2 ammunition (20 pieces)</text>
<text>6th &#8212; +2 armor</text>
<text> </text>
<text>Source: Unearthed Arcana: Eberron, p. 4</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Alchemical Casting (Lore Mastery)</name>
<text>At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.</text>
<text> An additional 1st-level spell slot can increase the spell&#8217;s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.</text>
<text> An additional 2nd-level spell slot can increase the spell&#8217;s range. If the spell&#8217;s range is at least 30 feet, it becomes 1 mile.</text>
<text> An additional 3rd-level spell slot can increase the spell&#8217;s potency. Increase the spell&#8217;s save DC by 2.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 6</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Alchemical Casting (School of Invention)</name>
<text>At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.</text>
<text> A 1st-level slot allows you to manipulate the spell&#8217;s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.</text>
<text> A 2nd-level slot increases the spell&#8217;s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell&#8217;s targets (your choice) this turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 3</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Arcane Acolyte (Theurgy)</name>
<text>At 6th level, you gain your chosen domain&#8217;s 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain.</text>
<text> </text>
<text>Source: Unearthed Arcana: Wizard Revisited, p. 1</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Blessing of the Forge (Forge Domain) (Theurgy)</name>
<text>At 6th level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it&#8217;s armor or a +1 bonus to attack and damage rolls if it&#8217;s a weapon. </text>
<text> Once you use this feature, you can&#8217;t use it again until you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 1</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Mortality (Grave Domain) (Theurgy)</name>
<text>At 6th level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.</text>
<text> In addition, you learn the spare the dying cantrip, which doesn&#8217;t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 2</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Eyes of the Grave (Grave Domain) (Theurgy)</name>
<text>At 6th level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn&#8217;t behind total cover and that isn&#8217;t protected from divination magic. This sense doesn&#8217;t tell you anything about a creature&#8217;s capabilities or identity.</text>
<text> You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 2</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Shield of the Faithful (Protection Domain) (Theurgy)</name>
<text>Starting at 6th level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 3</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Superior Artificer (Artificer)</name>
<text>Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency.</text>
<text> You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.</text>
<text> </text>
<text>Source: Unearthed Arcana: Eberron, p. 4</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Prodigious Memory (Lore Mastery)</name>
<text>At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can&#8217;t use this feature again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 6</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Prodigious Inspiration (School of Invention)</name>
<text>At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can&#8217;t use this ability again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 3</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Arcane Priest (Theurgy)</name>
<text>At 10th level, you gain your chosen domain&#8217;s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god&#8217;s secrets.</text>
<text> </text>
<text>Source: Unearthed Arcana: Wizard Revisited, p. 2</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Soul of the Forge (Forge Domain) (Theurgy)</name>
<text>Starting at 10th level, your mastery of the forge grants you special abilities: </text>
<text>&#8226; You gain resistance to fire damage. </text>
<text>&#8226; While wearing heavy armor, you gain a +1 bonus to AC.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 1</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Sentinel at Death's Door (Grave Domain) (Theurgy)</name>
<text>At 10th level, you gain the ability to impede death&#8217;s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. </text>
<text> You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 2</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Blessed Healer (Protection Domain) (Theurgy)</name>
<text>Beginning at 10th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell&#8217;s level.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 3</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Master Artificer (Artificer)</name>
<text>On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master&#8217;s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.</text>
<text> </text>
<text>Source: Unearthed Arcana: Eberron, p. 4</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Master of Magic (Lore Mastery)</name>
<text>At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class&#8217;s spell list. The spell must be of a level for which you have spell slots, you mustn&#8217;t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn&#8217;t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.</text>
<text> You can&#8217;t use this feature again until you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Warlock &#38; Wizard, p. 6</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Controlled Chaos (School of Invention)</name>
<text>At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.</text>
<text> </text>
<text>Source: Unearthed Arcana: Three Subclasses, p. 3</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Arcane High Priest (Theurgy)</name>
<text>At 14th level, you gain your chosen domain&#8217;s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.</text>
<text> </text>
<text>Source: Unearthed Arcana: Wizard Revisited, p. 2</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Saint of Forge and Fire (Forge Domain) (Theurgy)</name>
<text>At 14th level, your blessed affinity with fire and metal becomes more powerful: </text>
<text>&#8226; You gain immunity to fire damage.</text>
<text>&#8226; While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 1</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Keeper of Souls (Grave Domain) (Theurgy)</name>
<text>Starting at 14th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy&#8217;s number of Hit Dice. You can use this feature only if you aren&#8217;t incapacitated. Once you use it, you can&#8217;t do so 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="14">
<feature optional="YES">
<name>Indomitable Defense (Protection Domain) (Theurgy)</name>
<text>At 14th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. </text>
<text> As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Cleric Divine Domains, p, 3</text>
</feature>
</autolevel>
</class>
<!-- Feats -->
<feat>
<name>Acrobat</name>
<prerequisite></prerequisite>
<text>You become more nimble, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Dexterity score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn&#8217;t cost you extra movement until the end of the current turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 1</text>
<proficiency>acrobatics</proficiency>
<modifier category="ability score">dexterity +1</modifier>
</feat>
<feat>
<name>Acrobat (Proficient)</name>
<prerequisite></prerequisite>
<text>You become more nimble, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Dexterity score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn&#8217;t cost you extra movement until the end of the current turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 1</text>
<modifier category="ability score">dexterity +1</modifier>
<modifier category="skills">Acrobatics+%0</modifier>
</feat>
<feat>
<name>Alchemist</name>
<prerequisite></prerequisite>
<text>You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:</text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20.</text>
<text> </text>
<text>&#8226; You gain proficiency with alchemist&#8217;s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.</text>
<text> </text>
<text>&#8226; As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.</text>
<text> </text>
<text>&#8226; Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist&#8217;s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion&#8217;s die roll and regains the maximum number of hit points that the potion can restore.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats, p. 4</text>
<modifier category="ability score">intelligence +1</modifier>
</feat>
<feat>
<name>Animal Handler</name>
<prerequisite></prerequisite>
<text>You master the techniques needed to train and handle animals. You gain the following benefits. </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn&#8217;t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 1</text>
<proficiency>animal handling</proficiency>
<modifier category="ability score">wisdom +1</modifier>
</feat>
<feat>
<name>Animal Handler (Proficient)</name>
<prerequisite></prerequisite>
<text>You master the techniques needed to train and handle animals. You gain the following benefits. </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn&#8217;t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 1</text>
<modifier category="ability score">wisdom +1</modifier>
<modifier category="skills">Animal Handling+%0</modifier>
</feat>
<feat>
<name>Arcanist</name>
<prerequisite></prerequisite>
<text>You study the arcane arts, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 1</text>
<proficiency>arcana</proficiency>
<modifier category="ability score">intelligence +1</modifier>
</feat>
<feat>
<name>Arcanist (Proficient)</name>
<prerequisite></prerequisite>
<text>You study the arcane arts, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 1</text>
<modifier category="ability score">intelligence +1</modifier>
<modifier category="skills">Arcana+%0</modifier>
</feat>
<feat>
<name>Barbed Hide (Charisma)</name>
<prerequisite>Tiefling</prerequisite>
<text>One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Constitution or Charisma score by 1, up to a maximum of 20. </text>
<text> </text>
<text>&#8226; As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Intimidation skill. If you&#8217;re already proficient in it, your proficiency bonus is doubled for any check you make with it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 1</text>
<proficiency>intimidation</proficiency>
<modifier category="ability score">charisma +1</modifier>
</feat>
<feat>
<name>Barbed Hide (Charisma) (Proficient)</name>
<prerequisite>Tiefling</prerequisite>
<text>One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Constitution or Charisma score by 1, up to a maximum of 20. </text>
<text> </text>
<text>&#8226; As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Intimidation skill. If you&#8217;re already proficient in it, your proficiency bonus is doubled for any check you make with it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 1</text>
<modifier category="ability score">charisma +1</modifier>
<modifier category="skills">intimidation+%0</modifier>
</feat>
<feat>
<name>Barbed Hide (Constitution)</name>
<prerequisite>Tiefling</prerequisite>
<text>One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Constitution or Charisma score by 1, up to a maximum of 20. </text>
<text> </text>
<text>&#8226; As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Intimidation skill. If you&#8217;re already proficient in it, your proficiency bonus is doubled for any check you make with it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 1</text>
<proficiency>intimidation</proficiency>
<modifier category="ability score">constitution +1</modifier>
</feat>
<feat>
<name>Barbed Hide (Constitution) (Proficient)</name>
<prerequisite>Tiefling</prerequisite>
<text>One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Constitution or Charisma score by 1, up to a maximum of 20. </text>
<text> </text>
<text>&#8226; As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Intimidation skill. If you&#8217;re already proficient in it, your proficiency bonus is doubled for any check you make with it.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 1</text>
<modifier category="ability score">constitution +1</modifier>
<modifier category="skills">intimidation+%0</modifier>
</feat>
<feat>
<name>Blade Mastery</name>
<prerequisite></prerequisite>
<text>You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:</text>
<text> </text>
<text>&#8226; You gain a +1 bonus to attack rolls you make with the weapon.</text>
<text> </text>
<text>&#8226; On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you&#8217;re not holding the weapon.</text>
<text> </text>
<text>&#8226; When you make an opportunity attack with the weapon, you have advantage on the attack roll.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats, p. 2</text>
</feat>
<feat>
<name>Brawny</name>
<prerequisite></prerequisite>
<text>You become stronger, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Strength score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You count as if you were one size larger for the purpose of determining your carrying capacity.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 1</text>
<proficiency>athletics</proficiency>
<modifier category="ability score">strength +1</modifier>
</feat>
<feat>
<name>Brawny (Proficient)</name>
<prerequisite></prerequisite>
<text>You become stronger, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Strength score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You count as if you were one size larger for the purpose of determining your carrying capacity.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 1</text>
<modifier category="ability score">strength +1</modifier>
<modifier category="skills">Athletics+%0</modifier>
</feat>
<feat>
<name>Burglar</name>
<prerequisite></prerequisite>
<text>You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:</text>
<text> </text>
<text>&#8226; Increase your Dexterity score by 1, to a maximum of 20.</text>
<text> </text>
<text>&#8226; You gain proficiency with thieves&#8217; tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats, p. 4</text>
<modifier category="ability score">dexterity +1</modifier>
</feat>
<feat>
<name>Critter Friend</name>
<prerequisite>Gnome (forest)</prerequisite>
<text>Your friendship with animals mystically deepens. You gain the following benefits: </text>
<text> </text>
<text>&#8226; You gain proficiency in the Animal Handling skill. If you&#8217;re already proficient in it, your proficiency bonus is doubled for any check you make with it. </text>
<text> </text>
<text>&#8226; You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 1</text>
<proficiency>animal handling</proficiency>
</feat>
<feat>
<name>Critter Friend (Proficient)</name>
<prerequisite>Gnome (forest)</prerequisite>
<text>Your friendship with animals mystically deepens. You gain the following benefits: </text>
<text> </text>
<text>&#8226; You gain proficiency in the Animal Handling skill. If you&#8217;re already proficient in it, your proficiency bonus is doubled for any check you make with it. </text>
<text> </text>
<text>&#8226; You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 1</text>
<modifier category="skills">animal handling+%0</modifier>
</feat>
<feat>
<name>Diplomat</name>
<prerequisite></prerequisite>
<text>You master the arts of diplomacy, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature&#8217;s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<proficiency>persuasion</proficiency>
<modifier category="ability score">charisma +1</modifier>
</feat>
<feat>
<name>Diplomat (Proficient)</name>
<prerequisite></prerequisite>
<text>You master the arts of diplomacy, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature&#8217;s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<modifier category="ability score">charisma +1</modifier>
<modifier category="skills">Persuasion+%0</modifier>
</feat>
<feat>
<name>Dragon Wings</name>
<prerequisite>Dragonborn</prerequisite>
<text>You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren&#8217;t wearing heavy armor and aren&#8217;t exceeding your carrying capacity.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 2</text>
</feat>
<feat>
<name>Dragonmark of Detection</name>
<prerequisite>half-elf</prerequisite>
<text>Your have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: detect magic, mage hand</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: detect thoughts</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Finding</name>
<prerequisite>half-orc or human</prerequisite>
<text>Your have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mage hand</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: locate object</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Handling</name>
<prerequisite>human</prerequisite>
<text>Your have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: druidcraft, speak with animals</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: beast sense</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: conjure animals</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Healing</name>
<prerequisite>halfling</prerequisite>
<text>Your have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: cure wounds, spare the dying</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: lesser restoration</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: revivify</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Hospitality</name>
<prerequisite>halfling</prerequisite>
<text>Your have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: friends, unseen servant</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: rope trick</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: Leomund's tiny hut</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Making</name>
<prerequisite>human</prerequisite>
<text>Your have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mending</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: magic weapon</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: fabricate</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Passage</name>
<prerequisite>human</prerequisite>
<text>Your have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: expeditious retreat, light</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: misty step</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: teleportation circle</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Scribing</name>
<prerequisite>gnome</prerequisite>
<text>Your have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: comprehend languages, message</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: sending</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: tongues</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Sentinel</name>
<prerequisite>human</prerequisite>
<text>Your have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: blade ward, compelled duel</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: blur</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: protection from energy</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Shadow</name>
<prerequisite>elf</prerequisite>
<text>Your have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses.</text>
<text> You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: dancing lights, disguise self</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: darkness</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: nondetection</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Storm</name>
<prerequisite>half-elf</prerequisite>
<text>Your have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: fog cloud, shocking grasp</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: gust of wind</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: sleet storm</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Dragonmark of Warding</name>
<prerequisite>dwarf</prerequisite>
<text>Your have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house.</text>
<text> You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits.</text>
<text> </text>
<text> Least Dragonmark:</text>
<text> When you first take this feat, you gain the least dragonmark. You learn the following spells: alarm, resistance</text>
<text> </text>
<text> Lesser Dragonmark:</text>
<text> At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: arcane lock</text>
<text> </text>
<text> Greater Dragonmark:</text>
<text> At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: magic circle</text>
<text> </text>
<text>Source: Unearthed Arcana - Eberron, p. 5</text>
</feat>
<feat>
<name>Empathic</name>
<prerequisite></prerequisite>
<text>You possess keen insight into how other people think and feel. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target&#8217;s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<proficiency>insight</proficiency>
<modifier category="ability score">wisdom +1</modifier>
</feat>
<feat>
<name>Empathic (Proficient)</name>
<prerequisite></prerequisite>
<text>You possess keen insight into how other people think and feel. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target&#8217;s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<modifier category="ability score">wisdom +1</modifier>
<modifier category="skills">Insight+%0</modifier>
</feat>
<feat>
<name>Everybody's Friend</name>
<prerequisite>Half-Elf</prerequisite>
<text>You develop your magnetic personality to ease your way through the world. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, up to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Deception and Persuasion skills. If you&#8217;re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 2</text>
<proficiency>deception, persuasion</proficiency>
<modifier category="ability score">charisma +1</modifier>
</feat>
<feat>
<name>Everybody's Friend (Proficient in Both)</name>
<prerequisite>Half-Elf</prerequisite>
<text>You develop your magnetic personality to ease your way through the world. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, up to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Deception and Persuasion skills. If you&#8217;re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 2</text>
<modifier category="ability score">charisma +1</modifier>
<modifier category="skills">Deception+%0</modifier>
<modifier category="skills">Persuasion+%0</modifier>
</feat>
<feat>
<name>Everybody's Friend (Proficient in Deception)</name>
<prerequisite>Half-Elf</prerequisite>
<text>You develop your magnetic personality to ease your way through the world. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, up to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Deception and Persuasion skills. If you&#8217;re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 2</text>
<proficiency>persuasion</proficiency>
<modifier category="ability score">charisma +1</modifier>
<modifier category="skills">Deception+%0</modifier>
</feat>
<feat>
<name>Everybody's Friend (Proficient in Persuasion)</name>
<prerequisite>Half-Elf</prerequisite>
<text>You develop your magnetic personality to ease your way through the world. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, up to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Deception and Persuasion skills. If you&#8217;re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 2</text>
<proficiency>persuasion</proficiency>
<modifier category="ability score">charisma +1</modifier>
<modifier category="skills">Persuasion+%0</modifier>
</feat>
<feat>
<name>Fell Handed</name>
<prerequisite></prerequisite>
<text>You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:</text>
<text> </text>
<text>&#8226; You gain a +1 bonus to attack rolls you make with the weapon.</text>
<text> </text>
<text>&#8226; Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.</text>
<text> </text>
<text>&#8226; Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.</text>
<text> </text>
<text>&#8226; If you use the Help action to aid an ally&#8217;s melee attack while you&#8217;re wielding the weapon, you knock the target&#8217;s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.</text>
<text> </text>
<text>Prone:</text>
<text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
<text> </text>
<text>&#8226; The creature has disadvantage on attack rolls.</text>
<text> </text>
<text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats, p. 2</text>
</feat>
<feat>
<name>Flail Mastery</name>
<prerequisite></prerequisite>
<text>The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.</text>
<text> </text>
<text>&#8226; You gain a +1 bonus to attack rolls you make with a flail.</text>
<text> </text>
<text>&#8226; As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets&#8217; shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.</text>
<text> </text>
<text>&#8226; When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.</text>
<text> </text>
<text>Prone:</text>
<text>&#8226; A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</text>
<text> </text>
<text>&#8226; The creature has disadvantage on attack rolls.</text>
<text> </text>
<text>&#8226; An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats, p. 3</text>
</feat>
<feat>
<name>Gourmand</name>
<prerequisite></prerequisite>
<text>You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:</text>
<text> </text>
<text>&#8226; Increase your Constitution score by 1, to a maximum of 20.</text>
<text> </text>
<text>&#8226; You gain proficiency with cook&#8217;s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.</text>
<text> </text>
<text>&#8226; As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.</text>
<text> </text>
<text>&#8226; During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook&#8217;s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats, p. 4</text>
<modifier category="ability score">constitution +1</modifier>
</feat>
<feat>
<name>Grudge-Bearer (Constitution)</name>
<prerequisite>Dwarf</prerequisite>
<text>You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. </text>
<text> </text>
<text>&#8226; When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. </text>
<text> </text>
<text>&#8226; Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you&#8217;re not normally proficient.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">constitution +1</modifier>
</feat>
<feat>
<name>Grudge-Bearer (Strength)</name>
<prerequisite>Dwarf</prerequisite>
<text>You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. </text>
<text> </text>
<text>&#8226; When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. </text>
<text> </text>
<text>&#8226; Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you&#8217;re not normally proficient.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">strength +1</modifier>
</feat>
<feat>
<name>Grudge-Bearer (Wisdom)</name>
<prerequisite>Dwarf</prerequisite>
<text>You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. </text>
<text> </text>
<text>&#8226; When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. </text>
<text> </text>
<text>&#8226; Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you&#8217;re not normally proficient.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">wisdom +1</modifier>
</feat>
<feat>
<name>Historian</name>
<prerequisite></prerequisite>
<text>Your study of history rewards you with the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; When you take the Help action to aid another creature&#8217;s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature&#8217;s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you&#8217;re saying.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<proficiency>history</proficiency>
<modifier category="ability score">intelligence +1</modifier>
</feat>
<feat>
<name>Historian (Proficient)</name>
<prerequisite></prerequisite>
<text>Your study of history rewards you with the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; When you take the Help action to aid another creature&#8217;s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature&#8217;s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you&#8217;re saying.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<modifier category="ability score">intelligence +1</modifier>
<modifier category="skills">History+%0</modifier>
</feat>
<feat>
<name>Human Determination (Charisma)</name>
<prerequisite>Human</prerequisite>
<text>You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase one ability score of your choice by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">charisma +1</modifier>
</feat>
<feat>
<name>Human Determination (Constitution)</name>
<prerequisite>Human</prerequisite>
<text>You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase one ability score of your choice by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">constitution +1</modifier>
</feat>
<feat>
<name>Human Determination (Dexterity)</name>
<prerequisite>Human</prerequisite>
<text>You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase one ability score of your choice by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">dexterity +1</modifier>
</feat>
<feat>
<name>Human Determination (Intelligence)</name>
<prerequisite>Human</prerequisite>
<text>You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase one ability score of your choice by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">intelligence +1</modifier>
</feat>
<feat>
<name>Human Determination (Strength)</name>
<prerequisite>Human</prerequisite>
<text>You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase one ability score of your choice by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">strength +1</modifier>
</feat>
<feat>
<name>Human Determination (Wisdom)</name>
<prerequisite>Human</prerequisite>
<text>You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase one ability score of your choice by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can&#8217;t use it again until you finish a short or long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
<modifier category="ability score">wisdom +1</modifier>
</feat>
<feat>
<name>Investigator</name>
<prerequisite></prerequisite>
<text>You have an eye for detail and can pick out the smallest clues. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You can take the Search action as a bonus action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<proficiency>investigation</proficiency>
<modifier category="ability score">intelligence +1</modifier>
</feat>
<feat>
<name>Investigator (Proficient)</name>
<prerequisite></prerequisite>
<text>You have an eye for detail and can pick out the smallest clues. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You can take the Search action as a bonus action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<modifier category="ability score">intelligence +1</modifier>
<modifier category="skills">Investigation+%0</modifier>
</feat>
<feat>
<name>Master of Disguise</name>
<prerequisite></prerequisite>
<text>You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:</text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20.</text>
<text> </text>
<text>&#8226; You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.</text>
<text> </text>
<text>&#8226; If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats, p. 4</text>
<modifier category="ability score">charisma +1</modifier>
</feat>
<feat>
<name>Medic</name>
<prerequisite></prerequisite>
<text>You master the physician&#8217;s arts, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<proficiency>medicine</proficiency>
<modifier category="ability score">wisdom +1</modifier>
</feat>
<feat>
<name>Medic (Proficient)</name>
<prerequisite></prerequisite>
<text>You master the physician&#8217;s arts, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<modifier category="ability score">wisdom +1</modifier>
<modifier category="skills">Medicine+%0</modifier>
</feat>
<feat>
<name>Menacing</name>
<prerequisite></prerequisite>
<text>You become fearsome to others, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target&#8217;s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can&#8217;t be frightened by you in this way for 1 hour.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<proficiency>intimidation</proficiency>
<modifier category="ability score">charisma +1</modifier>
</feat>
<feat>
<name>Menacing (Proficient)</name>
<prerequisite></prerequisite>
<text>You become fearsome to others, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target&#8217;s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can&#8217;t be frightened by you in this way for 1 hour.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 2</text>
<modifier category="ability score">charisma +1</modifier>
<modifier category="skills">Intimidation+%0</modifier>
</feat>
<feat>
<name>Naturalist</name>
<prerequisite></prerequisite>
<text>Your extensive study of nature rewards you with the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<proficiency>nature</proficiency>
<modifier category="ability score">intelligence +1</modifier>
</feat>
<feat>
<name>Naturalist (Proficient)</name>
<prerequisite></prerequisite>
<text>Your extensive study of nature rewards you with the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<modifier category="ability score">intelligence +1</modifier>
<modifier category="skills">Nature+%0</modifier>
</feat>
<feat>
<name>Orcish Aggression</name>
<prerequisite>Half-Orc</prerequisite>
<text>As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 3</text>
</feat>
<feat>
<name>Perceptive</name>
<prerequisite></prerequisite>
<text>You hone your senses until they become razor sharp. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; Being in a lightly obscured area doesn&#8217;t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<proficiency>perception</proficiency>
<modifier category="ability score">wisdom +1</modifier>
</feat>
<feat>
<name>Perceptive (Proficient)</name>
<prerequisite></prerequisite>
<text>You hone your senses until they become razor sharp. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; Being in a lightly obscured area doesn&#8217;t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<modifier category="ability score">wisdom +1</modifier>
<modifier category="skills">Perception+%0</modifier>
</feat>
<feat>
<name>Performer</name>
<prerequisite></prerequisite>
<text>You master performance so that you can command any stage. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid&#8217;s Wisdom (Insight) check. If your check succeeds, you grab the humanoid&#8217;s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<proficiency>performance</proficiency>
<modifier category="ability score">charisma +1</modifier>
</feat>
<feat>
<name>Performer (Proficient)</name>
<prerequisite></prerequisite>
<text>You master performance so that you can command any stage. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid&#8217;s Wisdom (Insight) check. If your check succeeds, you grab the humanoid&#8217;s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<modifier category="ability score">charisma +1</modifier>
<modifier category="skills">Performance+%0</modifier>
</feat>
<feat>
<name>Quick-Fingered</name>
<prerequisite></prerequisite>
<text>Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Dexterity score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<proficiency>sleight of hand</proficiency>
<modifier category="ability score">dexterity +1</modifier>
</feat>
<feat>
<name>Quick-Fingered (Proficient)</name>
<prerequisite></prerequisite>
<text>Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Dexterity score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<modifier category="ability score">dexterity +1</modifier>
<modifier category="skills">Sleight of Hand+%0</modifier>
</feat>
<feat>
<name>Silver-Tongued</name>
<prerequisite></prerequisite>
<text>You develop your conversational skill to better deceive others. You gain the following benefits: </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20. </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target&#8217;s Wisdom (Insight) check. If your check succeeds, your movement doesn&#8217;t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can&#8217;t be deceived by you in this way for 1 hour.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<proficiency>deception</proficiency>
<modifier category="ability score">charisma +1</modifier>
</feat>
<feat>
<name>Silver-Tongued (Proficient)</name>
<prerequisite></prerequisite>
<text>You develop your conversational skill to better deceive others. You gain the following benefits: </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; Increase your Charisma score by 1, to a maximum of 20. </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text></text>
<text> </text>
<text>&#8226; When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target&#8217;s Wisdom (Insight) check. If your check succeeds, your movement doesn&#8217;t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can&#8217;t be deceived by you in this way for 1 hour.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 3</text>
<modifier category="ability score">charisma +1</modifier>
<modifier category="skills">Deception+%0</modifier>
</feat>
<feat>
<name>Spear Mastery</name>
<prerequisite></prerequisite>
<text>Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.</text>
<text> </text>
<text>&#8226; You gain a +1 bonus to attack rolls you make with a spear.</text>
<text> </text>
<text>&#8226; When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon&#8217;s die.)</text>
<text> </text>
<text>&#8226; You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear&#8217;s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can&#8217;t use this ability if the creature used the Disengage action before moving.</text>
<text> </text>
<text>&#8226; As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats, p. 3</text>
</feat>
<feat>
<name>Stealthy</name>
<prerequisite></prerequisite>
<text>You know how best to hide. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Dexterity score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you&#8217;re not clearly visible.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 4</text>
<proficiency>stealth</proficiency>
<modifier category="ability score">dexterity +1</modifier>
</feat>
<feat>
<name>Stealthy (Proficient)</name>
<prerequisite></prerequisite>
<text>You know how best to hide. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Dexterity score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you&#8217;re not clearly visible.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 4</text>
<modifier category="ability score">dexterity +1</modifier>
<modifier category="skills">Stealth+%0</modifier>
</feat>
<feat>
<name>Survivalist</name>
<prerequisite></prerequisite>
<text>You master wilderness lore, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 4</text>
<proficiency>survival</proficiency>
<modifier category="ability score">wisdom +1</modifier>
</feat>
<feat>
<name>Survivalist (Proficient)</name>
<prerequisite></prerequisite>
<text>You master wilderness lore, gaining the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Wisdom score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 4</text>
<modifier category="ability score">wisdom +1</modifier>
<modifier category="skills">Survival+%0</modifier>
</feat>
<feat>
<name>Theologian</name>
<prerequisite></prerequisite>
<text>Your extensive study of religion rewards you with the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 4</text>
<proficiency>religion</proficiency>
<modifier category="ability score">intelligence +1</modifier>
</feat>
<feat>
<name>Theologian (Proficient)</name>
<prerequisite></prerequisite>
<text>Your extensive study of religion rewards you with the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. </text>
<text> </text>
<text>&#8226; You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Skills, p. 4</text>
<modifier category="ability score">intelligence +1</modifier>
<modifier category="skills">Religion+%0</modifier>
</feat>
<feat>
<name>Wonder Maker (Dexterity)</name>
<prerequisite>Gnome (rock)</prerequisite>
<text>You master the tinker techniques of your people. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Dexterity or Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; When you make a check using your proficiency with tinker&#8217;s tools, you add double your proficiency bonus to the check. </text>
<text> </text>
<text>&#8226; When you make a device with your Tinker trait, you have the following additional options for what you make: </text>
<text> </text>
<text>Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. </text>
<text> </text>
<text>Calculator: This device makes doing sums easy. </text>
<text> </text>
<text>Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. </text>
<text> </text>
<text>Timekeeper: This pocket watch keeps accurate time. </text>
<text> </text>
<text>Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 4</text>
<modifier category="ability score">dexterity +1</modifier>
</feat>
<feat>
<name>Wonder Maker (Intelligence)</name>
<prerequisite>Gnome (rock)</prerequisite>
<text>You master the tinker techniques of your people. You gain the following benefits: </text>
<text> </text>
<text>&#8226; Increase your Dexterity or Intelligence score by 1, to a maximum of 20. </text>
<text> </text>
<text>&#8226; When you make a check using your proficiency with tinker&#8217;s tools, you add double your proficiency bonus to the check. </text>
<text> </text>
<text>&#8226; When you make a device with your Tinker trait, you have the following additional options for what you make: </text>
<text> </text>
<text>Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. </text>
<text> </text>
<text>Calculator: This device makes doing sums easy. </text>
<text> </text>
<text>Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. </text>
<text> </text>
<text>Timekeeper: This pocket watch keeps accurate time. </text>
<text> </text>
<text>Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.</text>
<text> </text>
<text>Source: Unearthed Arcana: Feats for Races, p. 4</text>
<modifier category="ability score">intelligence +1</modifier>
</feat>
<!-- Spells -->
<spell>
<name>Conjure Barlgura</name>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V, S</components>
<duration>Up to 10 minutes</duration>
<classes>Sorcerer, Wizard</classes>
<text>You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends.</text>
<text> The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes.</text>
<text> As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.</text>
<text />
<text>Source: Unearthed Arcana: That Old Black Magic, p. 2</text>
</spell>
<spell>
<name>Conjure Hezrou</name>
<level>7</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V, S, M (food worth at least 100 gp, which the spell consumes)</components>
<duration>Concentration, up to 1 hour</duration>
<classes>Sorcerer, Wizard</classes>
<text>You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends.</text>
<text> The hezrou&#8217;s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou&#8217;s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food&#8217;s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check.</text>
<text> If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss.</text>
<text> As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.</text>
<text />
<text>Source: Unearthed Arcana: That Old Black Magic, p. 2</text>
</spell>
<spell>
<name>Conjure Lesser Demon</name>
<level>3</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)</components>
<duration>Concentration, up to 1 hour</duration>
<classes>Sorcerer, Wizard</classes>
<text>You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.</text>
<text> The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.</text>
<text> As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.</text>
<text> </text>
<text>At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.</text>
<text />
<text>Source: Unearthed Arcana: That Old Black Magic, p. 2</text>
</spell>
<spell>
<name>Conjure Shadow Demon</name>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)</components>
<duration>Concentration, up to 1 hour</duration>
<classes>Sorcerer, Wizard</classes>
<text>You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.</text>
<text> Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.</text>
<text> As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.</text>
<text />
<text>Source: Unearthed Arcana: That Old Black Magic, p. 3</text>
</spell>
<spell>
<name>Conjure Vrock</name>
<level>5</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V, S, M (a gem worth at least 100 gp, which the spell consumes)</components>
<duration>Concentration, up to 1 hour</duration>
<classes>Sorcerer, Wizard</classes>
<text>You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends.</text>
<text> The vrock&#8217;s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock&#8217;s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem&#8217;s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check.</text>
<text> If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss.</text>
<text> As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.</text>
<text />
<text>Source: Unearthed Arcana: That Old Black Magic, p. 3</text>
</spell>
<spell>
<name>Guiding Hand</name>
<level>1</level>
<school>D</school>
<ritual>YES</ritual>
<time>1 minute</time>
<range>5 feet</range>
<components>V, S</components>
<duration>Concentration, up to 8 hours</duration>
<classes>Bard, Cleric, Druid, Wizard</classes>
<text>You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.</text>
<text> When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you.</text>
<text> Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.</text>
<text> If you don&#8217;t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 3</text>
</spell>
<spell>
<name>Guiding Hand (Ritual Only)</name>
<level>1</level>
<school>D</school>
<ritual>YES</ritual>
<time>1 minute</time>
<range>5 feet</range>
<components>V, S</components>
<duration>Concentration, up to 8 hours</duration>
<classes>Ritual Caster</classes>
<text>You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.</text>
<text> When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you.</text>
<text> Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.</text>
<text> If you don&#8217;t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.</text>
<text> </text>
<text>On spell lists: </text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 3</text>
</spell>
<spell>
<name>Hand of Radiance</name>
<level>0</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (5-foot radius)</range>
<components>V, S</components>
<duration>Instantaneous</duration>
<classes>Cleric</classes>
<text>You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.</text>
<text> The spell&#8217;s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d8).</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 3</text>
<roll>1d6</roll>
</spell>
<spell>
<name>Healing Elixir</name>
<level>1</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 minute</time>
<range>Self</range>
<components>V, S, M (alchemist&#8217;s supplies)</components>
<duration>24 hours</duration>
<classes>Warlock, Wizard</classes>
<text>You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it&#8217;s consumed, at which point the vial vanishes.</text>
<text> As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 3</text>
<roll>2d4+2</roll>
</spell>
<spell>
<name>Puppet</name>
<level>1</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>120 feet</range>
<components>S</components>
<duration>Instantaneous</duration>
<classes>Bard, Warlock, Wizard</classes>
<text>Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 3</text>
</spell>
<spell>
<name>Sense Emotion</name>
<level>1</level>
<school>D</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self</range>
<components>V, S</components>
<duration>Concentration, up to 10 minutes</duration>
<classes>Bard, Warlock, Wizard</classes>
<text>You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target&#8217;s prevailing emotion, whether it&#8217;s love, anger, pain, fear, calm, or something else. If the target isn&#8217;t actually humanoid or it is immune to being charmed, you sense that it is calm.</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 4</text>
</spell>
<spell>
<name>Sudden Awakening</name>
<level>1</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 bonus action</time>
<range>10 feet</range>
<components>V</components>
<duration>Instantaneous</duration>
<classes>Bard, Ranger, Sorcerer, Wizard</classes>
<text>Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 4</text>
</spell>
<spell>
<name>Unearthly Chorus</name>
<level>1</level>
<school>I</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (30-foot radius)</range>
<components>V</components>
<duration>Concentration, up to 10 minutes</duration>
<classes>Bard</classes>
<text>Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.</text>
<text> Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 4</text>
</spell>
<spell>
<name>Virtue</name>
<level>0</level>
<school>A</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Touch</range>
<components>V, S</components>
<duration>1 round</duration>
<classes>Cleric</classes>
<text>You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 5</text>
<roll>1d4+SPELL</roll>
</spell>
<spell>
<name>Wild Cunning</name>
<level>1</level>
<school>T</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>120 feet</range>
<components>V, S</components>
<duration>Instantaneous</duration>
<classes>Druid, Ranger</classes>
<text>You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:</text>
<text> &#8226; If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.</text>
<text> &#8226; If there is edible forage within range, you know it and where to find it.</text>
<text> &#8226; If there is clean drinking water within range, you know it and where to find it.</text>
<text> &#8226; If there is suitable shelter for you and your companions with range, you know it and where to find.</text>
<text> &#8226; Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.</text>
<text> &#8226; Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.</text>
<text />
<text>Source: Unearthed Arcana: Starter Spells, p. 5</text>
</spell>
<spell>
<name>Invocation: Burning Hex</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Hexblade patron</text>
<text> </text>
<text>As a bonus action, you cause a target cursed by your Hexblade&#8217;s Curse to take fire damage equal to your Charisma modifier (minimum of 1).</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 3</text>
</spell>
<spell>
<name>Invocation: Caiphon&#8217;s Beacon</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Great Old One patron</text>
<text> </text>
<text>The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 3</text>
</spell>
<spell>
<name>Invocation: Chilling Hex</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Hexblade patron</text>
<text> </text>
<text>As a bonus action, you cause frost to swirl around a target cursed by your Hexblade&#8217;s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 3</text>
</spell>
<spell>
<name>Invocation: Chronicle of the Raven Queen</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: Raven Queen patron, Pact of the Tome feature</text>
<text> </text>
<text>You can place a corpse&#8217;s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature&#8217;s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature&#8217;s death, and a given creature can only be asked one question in this manner.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 3</text>
</spell>
<spell>
<name>Invocation: Claw of Acamar</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Great Old One patron, Pact of the Blade feature</text>
<text> </text>
<text>You can create a black, lead flail using your Pact of the Blade feature. The flail&#8217;s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature&#8217;s speed to 0 feet until the end of your next turn.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 3</text>
</spell>
<spell>
<name>Invocation: Curse Bringer</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Hexblade patron, Pact of the Blade feature</text>
<text> </text>
<text>You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade&#8217;s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn&#8217;t extend the curse&#8217;s duration. </text>
<text> When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature&#8217;s speed to 0 feet until the end of your next turn.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 4</text>
</spell>
<spell>
<name>Invocation: Frost Lance</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: eldritch blast cantrip </text>
<text> </text>
<text>Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature&#8217;s speed by 10 feet until the end of your next turn.</text>
<text />
<text>Source: Unearthed Arcana: Revised Class Options, p. 6</text>
</spell>
<spell>
<name>Invocation: Green Lord&#8217;s Gift</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Archfey patron</text>
<text> </text>
<text>The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 4</text>
</spell>
<spell>
<name>Invocation: Kiss of Mephistopheles</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: 5th level, eldritch blast cantrip </text>
<text> </text>
<text>When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.</text>
<text />
<text>Source: Unearthed Arcana: Revised Class Options, p. 6</text>
</spell>
<spell>
<name>Invocation: Mace of Dispater</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Fiend patron, Pact of the Blade feature</text>
<text> </text>
<text>When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 4</text>
</spell>
<spell>
<name>Invocation: Moon Bow</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Archfey patron, Pact of the Blade feature</text>
<text> </text>
<text>You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 4</text>
</spell>
<spell>
<name>Invocation: Path of the Seeker</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Seeker patron</text>
<text> </text>
<text>The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 4</text>
</spell>
<spell>
<name>Invocation: Raven Queen&#8217;s Blessing</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: Raven Queen patron, eldritch blast cantrip</text>
<text> </text>
<text>When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature&#8217;s Constitution modifier (minimum of 1 hit point).</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 5</text>
</spell>
<spell>
<name>Invocation: Seeker&#8217;s Speech</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: The Seeker patron</text>
<text> </text>
<text>Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 5</text>
</spell>
<spell>
<name>Invocation: Shroud of Ulban</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: 18th level, the Great Old One patron</text>
<text> </text>
<text>The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 5</text>
</spell>
<spell>
<name>Invocation: Superior Pact Weapon</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: 9th level, Pact of the Blade feature</text>
<text> </text>
<text>Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn&#8217;t affect a magic weapon you transformed into your pact weapon.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 5</text>
</spell>
<spell>
<name>Invocation: Ultimate Pact Weapon</name>
<level>0</level>
<ritual>NO</ritual>
<time></time>
<range></range>
<components></components>
<duration></duration>
<classes>Eldritch Invocations</classes>
<text>Prerequisite: 15th level, Pact of the Blade feature</text>
<text> </text>
<text>Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn&#8217;t affect a magic weapon you transformed into your pact weapon.</text>
<text> </text>
<text>(deprecated)</text>
<text />
<text>Source: Unearthed Arcana: Warlock &amp; Wizard, p. 5</text>
</spell>
<spell>
<name>Aid</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Alarm</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Alter Self</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Arcane Eye</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Arcane Lock</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Blink</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Blur</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Continual Flame</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Cure Wounds</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Darkvision</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Death Ward</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Disguise Self</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Elemental Bane</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Enhance Ability</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Enlarge/Reduce</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Expeditious Retreat</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Fabricate</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>False Life</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Fly</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Freedom of Movement</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Gaseous Form</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Glyph of Warding</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Haste</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Invisibility</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Jump</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Leomund's Secret Chest</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Lesser Restoration</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Levitate</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Longstrider</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Magic Weapon</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Mordenkainen's Faithful Hound</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Mordenkainen's Private Sanctum</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Otiluke's Resilient Sphere</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Protection from Energy</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Protection from Poison</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Revivify</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Rope Trick</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Sanctuary</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>See Invisibility</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Shield of Faith</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Spider Climb</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Stone Shape</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Stoneskin</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Water Breathing</name>
<classes>Artificer (UA)</classes>
</spell>
<spell>
<name>Water Walk</name>
<classes>Artificer (UA)</classes>
</spell>
</compendium>