Feats.AnimalHandler . . . by ?: *'''Bonus Proficiency.''' You gain proficiency in the [[Mechanics/Animal Handling]] skill. If you are already proficient in the skill, you gain expertise instead. *'''Beast Command.''' You can use a '__Bonus Action__' on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide 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. This action can be used to bypass normal action restrictions, such as with controlled mounts or animal companions. *'''Animal Husbandry.''' Your animal friends are well taken care of. You can care for a number of beasts equal to your proficiency bonus over the course of a Long Rest. For the next 24 hours, these beasts are considered to have ample food and water, and have %adv%Advantage%% on saving throws against the [[Mechanics/Conditions#charmed | %condition%Charmed%%]], [[Mechanics/Conditions#frightened | %condition%Frightened%%]], and [[Mechanics/Conditions#poisoned | %condition%Poisoned%%]] conditions.
Characters.Iridia . . . by ?: *You have proficiency with an performing art: Oration.
Classes.BarbarianEnlightened . . . by ?: You gain proficiency in '''two''' of the following skills: Animal Handling, Arcana, Insight, Investigation, Nature, Perception, Religion, or Society.
Classes.BarbarianBeast . . . by ?: Also at 3rd level, your senses and survival instincts are heightened. You have proficiency in two of the following skills of your choice: Animal Handling, Athletics, Insight, Nature, Perception, Resilience, or Stealth.
Classes.Barbarian . . . by ?: '''Skills:''' Choose two from Animal Handling, Athletics, Insight, Nature, Perception, Resilience, and Stealth
Classes.BarbarianTalents . . . by ?: When you succeed on a Athletics or Resilience check, you may choose one ally, plus an additional ally for each increment of 5 you exceed the DC by. They gain advantage on their check they make to perform the same action. You gain proficiency in the Convince skill. If you are already proficient in it, you may instead choose to use Strength when making Convince checks. If you already can, you gain expertise in the Convince skill. After you spend at least 1 minute observing a creature, you gain advantage on checks made to track that specific creature. This effect ends if you use it on another creature, if you fail a Wisdom check to track the creature, or if you go a day without tracking that creature. You gain a swim speed equal to your Speed and can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier. In addition, when you activate your Rage while swimming, you can move your swim speed in a straight line. You can make this movement before or after you move with your Feral Instinct class feature if you have it. You gain resistance to cold damage, but suffer disadvantage on attack rolls and ability checks when in hot weather conditions of 90° or more. Additionally, you have advantage on ability checks and saving throws made to resist the effects of starvation, and only require half as much food. You gain resistance to fire damage, but suffer disadvantage on attack rolls and ability checks when in cold weather conditions of 0° or less. You also gain advantage on ability checks and saving throws made to resist the effects of thirst, and only require half as much water.
Spells.TemporalShunt . . . by ?: ->''As in '''Explorer's Guide to Wildemount''''' except that it is a Charisma save and has the following change: *'''''Altered''''' save to Charisma.
Classes.MarshalGeneral . . . by ?: You gain proficiency in one of the following skills: Animal Handling, Convince, Insight, Leadership, or Society. If you are already proficient in the chosen skill, you gain expertise instead.
Classes.MarshalStrategist . . . by ?: You gain proficiency in the two of the following skills: Arcana, Investigation, Nature, Religion, or Society. If you are already proficient in the chosen skills, you gain expertise instead.
Classes.MarshalCommando . . . by ?: You and creatures within range of your Commanding Presence add your Leadership ability modifier to Dexterity (Athletics) and Dexterity (Stealth) checks.
Classes.MarshalAdmiral . . . by ?: You gain a climbing and swimming speed equal to your walking speed. Additionally, you gain proficiency with the Drive skill. At 15th level, you gain expertise with the Drive skill.
Classes.MarshalTalents . . . by ?: Whenever you visit a settlement, the commoners or local enforcement tell you all the valuable information they can about their home including nearby ruins, the general environment of nearby wilderness, and how populated the region is. You gain advantage on Nature and Society checks made within a number of miles equal to twice your proficiency bonus of any settlement you have visited.
Classes.Marshal . . . by ?: When you arrive in a settlement, people likely recognize you. Local authorities may reach out to make introductions and invite you to share a meal or drink, while commoners may seek aid, favors, or autographs. You gain proficiency in Convince. If you are already proficient, you gain expertise in Convince instead. ->'''Inspiring''' \ When you arrive in a settlement, people find you easy to trust. Local authorities and commoners alike listen to you, and are more inclined to be moved to action by your words.. You gain proficiency in Leadership. If you are already proficient, you gain expertise in Leadership instead.
Classes.WizardEnchanter . . . by ?: Additionally, choose '''one''' of the following skills: Convince, Deception, Insight, or Leadership. You gain proficiency in the chosen skill. If you are already proficient, you gain expertise instead.
Classes.WizardDynamicist . . . by ?: You gain proficiency in '''two''' of the following skills of your choice: Athletics, Nature, Leadership, or Precision.
Classes.WizardBladesinger . . . by ?: You also gain proficiency in one of the following skills of your choice: Athletics, Convince, Precision, or Stealth.
Classes.WizardTalents . . . by ?: You have advantage on Perception checks and Intelligence saving throws made against illusions. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute. You have advantage on Intelligence checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The DM will give you a useful fact about that subject. You have advantage on ability checks pertaining to this fact.
Classes.Wizard . . . by ?: You have a particular set of skills that sets you a cut above a novice mage. Choose @@one@@ of the following: Choose @@two@@ from the following skills: [[Mechanics/Arcana]], [[Mechanics/Nature]], [[Mechanics/Religion]], and [[Mechanics/Society]]. You gain proficiency in the chosen skills. If you are already proficient in them, you gain expertise with that skill instead. You can apply your knowledge of physics to the manipulation of the world, including your own body. Choose @@one@@ of the following skills: [[Mechanics/Athletics]] or [[Mechanics/Precision]]. You gain proficiency in the chosen skill. If you are already proficient in it, you gain expertise with that skill instead. Additionally, when you make an [[Mechanics/Athletics]] or [[Mechanics/Precision]] check, if you can take at least 10 minutes to perform equations and tests, you can choose to use Intelligence on the check instead. You are an expert at speaking with logic, and are a natural conversationalist with your fellow scholars. Choose @@one@@ of the following skills: [[Mechanics/Convince]] or [[Mechanics/Leadership]]. You gain proficiency in the chosen skill. If you are already proficient in it, you gain expertise with that skill instead. Additionally, when you make a [[Mechanics/Convince]] or [[Mechanics/Leadership]] check against one or more creatures whose Intelligence score is 20 or higher, or that is no more than 4 points lower than yours, you can choose to use Intelligence on the check instead.
Backgrounds.FolkHero . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Leadership]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Religion]], or [[Mechanics/Society]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< ->''As in the '''Player's Handbook''''' >><<
Backgrounds.Charlatan . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Perception]], [[Mechanics/Precision]], or [[Mechanics/Streetwise]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< You have a bundle of forged papers of all kinds—property deeds, identification papers, love letters, arrest warrants, and letters of recommendation—all requiring only a few signatures and flourishes to adapt to suit your needs. When you encounter a new document or letter, you can add a forged and modified copy to your bundle. If your bundle is lost, you can recreate it with a forgery kit and a day’s work. >><<
Backgrounds.CarnivalHand . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Leadership]], or [[Mechanics/Precision]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< The carnival provides you with free, modest lodging and food. In addition, you and your companions may wander about carnivals or similar shows and partake of its many wonders at no cost to you out of solidarity, provided you don't disrupt its shows or cause any other trouble. >><<
Backgrounds.Courtesan . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Precision]], or [[Mechanics/Society]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. *A set of performing clothes or lingerie (a costume). >>class=feature<< If you encounter past clients, you may be able to obtain resources or other aid from them. Depending on your relationship with any given client, this may be through blackmail or through seduction. >><<
Backgrounds.Engineer . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Drive]], [[Mechanics/Investigation]], [[Mechanics/Perception]], [[Mechanics/Precision]], or [[Mechanics/Society]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< Though engineers sometimes get a reputation as mad inventors, they are also involved with mundane tasks of construction and architecture. You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, you're on your own. >><<
Backgrounds.MonsterHunter . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Investigation]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Religion]], or [[Mechanics/Stealth]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< ->''As in the Haunted One from '''Van Richten's Guide to Ravenloft''''' >><<
Backgrounds.Vigilante . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Investigation]], [[Mechanics/Precision]], [[Mechanics/Stealth]], or [[Mechanics/Streetwise]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< ->''As in the Faceless Dual Personalities feature from '''Baldur's Gate: Descent Into Avernus''''' >><<
Backgrounds.Urchin . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Perception]], [[Mechanics/Precision]], [[Mechanics/Stealth]], or [[Mechanics/Streetwise]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. These areas may pass through sewers or dilapidated alleys, and may not be safe. >><<
Backgrounds.Soldier . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Athletics]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Perception]], or [[Mechanics/Resilience]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< ->''As in the '''Player's Handbook''''' >><<
Backgrounds.Smuggler . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Drive]], [[Mechanics/Precision]], [[Mechanics/Stealth]], or [[Mechanics/Streetwise]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background. >>class=feature<< You have connections with fellow smugglers and corrupt law enforcement officers both. You know which of the latter will accept bribes, or look the other way for you. You can also seek shelter for you and your companions from authorities in smuggler safe houses in sufficiently populated areas, which provide a poor lifestyle. >><<
Backgrounds.BountyHunter . . . by ?: '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Perception]], or [[Mechanics/Streetwise]]. \
Backgrounds.Athlete . . . by ?: '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Leadership]], [[Mechanics/Perception]], [[Mechanics/Resilience]], or [[Mechanics/Society]]. \
Backgrounds.Artisan . . . by ?: '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Precision]], or [[Mechanics/Society]]. \
Backgrounds.Acolyte . . . by ?: '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], or [[Mechanics/Religion]]. \
Backgrounds.Scholar . . . by ?: (:notoc:) '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Investigation]], [[Mechanics/Medicine]], [[Mechanics/Nature]], [[Mechanics/Religion]], or [[Mechanics/Society]]. \ ->'''Artisan Tools''' - Alchemy, Calligrapher >>class=feature<< Additionally, you are likely to gain preferential treatment at other libraries across the realm, as professional courtesy to a fellow scholar. >><<
Classes.WarlockWyrm . . . by ?: At 1st level, you learn to speak, read, and write Draconic, and you become proficient in '''two''' of the following skills: Arcana, Convince, Insight, Perception, Society, or Stealth. Then, choose '''one''' of these skills. You gain expertise with the chosen skill.
Classes.WarlockTalents . . . by ?: As an Bonus Action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen. You can add vestigial horns, tails, wings or other features, or remove existing ones, but you cannot benefit from their game effects if you do not have them. For example, a creature with natural wings who removes them with this spell loses its fly speed. You can also add or remove arms, legs, and other functional appendages, but you can never add more arms or legs than is normal for your ancestry. Your clothing and equipment aren't changed by this trait. \\ You stay in the new form until you use a bonus action to revert to your true form or until you die.
Classes.Warlock . . . by ?: '''Skills:''' Choose two from Arcana, Convince, Deception, Investigation, Nature, Religion, or Society
Classes.SlayerHunter . . . by ?: Also at 3rd level, you train your Ranger abilities even further than before. You gain proficiency in '''two''' of the following skills of your choice: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Resilience, or Stealth. You can alternatively choose harvesting kits, herbalism kits, navigating kits, or poisoner kits.
Classes.RangerHunter . . . by ?: Also at 3rd level, you train your Ranger abilities even further than before. You gain proficiency in '''two''' of the following skills of your choice: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Resilience, or Stealth. You can alternatively choose harvesting kits, herbalism kits, navigating kits, or poisoner kits.
Classes.RangerTalents . . . by ?: '''''Prerequisite:''' proficiency with Nature'' \ Choose ''two'' creature types to be your favored enemies. You have '__Advantage__' on '''Wisdom checks''' to detect and track your favored enemies, as well as on '''Intelligence checks''' to recall information about them.. By imitating how a beast or studied adversary sounds, looks, and moves, you gain advantage on Deception and Convince checks made to convince a creature that it is seeing or hearing that beast or studied adversary. '''''Prerequisite:''' 9th level'' \
Classes.Slayer . . . by ?: You intuitively sense when another wilderness expert is nearby. You can tell whether any creature you can see is proficient with Nature or Stealth.
Classes.Ranger . . . by ?: You intuitively sense when another wilderness expert is nearby. You can tell whether any creature you can see is proficient with Nature or Stealth.
Backgrounds.Archaeologist . . . by ?: '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Investigation]], [[Mechanics/Perception]], [[Mechanics/Precision]], [[Mechanics/Resilience]], or [[Mechanics/Society]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background:
Backgrounds.Anthropologist . . . by ?: '''Skill Proficiency:''' You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Leadership]], [[Mechanics/Religion]], or [[Mechanics/Society]]. \ '''Extra Proficiencies:''' You gain proficiency in your choice of any @@two@@ tools, gaming sets, instruments, or languages of your choice. Below are some suggestions common to your background:
Mechanics.Streetwise . . . by ?: >>class=introduction<< The '''Streetwise''' skill is used when interfacing with urban environments or recalling information about organizations or people that operate in the underworld of society, such as coordinating with thieves’ guilds or recognizing drop spots and safe houses. It is one of the more valuable skills when navigating shady operations, as it separates street smarts from more mundane knowledge. >><<
Mechanics.Arcana . . . by ?: The '''Arcana''' skill measures your ability to recall lore and interact with spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes as well as the various histories involved. It is frequently used in navigating complex runes and inscriptions that deal with the arcane, and may be required to adequately interface with various sites of arcane power in the world.
Mechanics.Skills . . . by ?: If the DM calls for an ability check that can use multiple skill or tool proficiencies, having proficiency or expertise two of them can further aid your roll. If a character has proficiency in both skills/toolkits, they may add a @@+2 bonus@@ to the result of the d20 roll. If a character has expertise in both skills/toolkits, they may instead add a @@+5 bonus@@ to the result of the d20 roll.
Classes.ArcaneWarrior . . . by ?: A gnomish archer grins as she draws a bead on the charging ogre. Her arrow finds its mark, then erupts into a torrent of flame. The ogre drops to its knees, its charge broken and its flesh smoldering. While an arcane warrior may never reach the same pinnacle of skill at arms as a fighter or the same lofty power as a wizard, having access to both traditions at once is a form of power in itself. Additionally, the arcane warrior does not keep these two disciplines isolated from one another, but instead blends them in new and unique ways to perform feats that neither fighters nor wizards can achieve.
Main.HomePage . . . by ?: >>class="introduction"<< >><<
Classes.Adept . . . by ?: '''Skills:''' Choose @@two@@ from [[Mechanics/Athletics]], [[Mechanics/Insight]], [[Mechanics/Perception]], [[Mechanics/Religion]], [[Mechanics/Resilience]], [[Mechanics/Society]], and [[Mechanics/Stealth]]
Classes.Artificer . . . by ?: '''Skills:''' Choose @@three@@ from [[Mechanics/Arcana]], [[Mechanics/Drive]], [[Mechanics/Investigation]], [[Mechanics/Medicine]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Precision]], [[Mechanics/Resilience]], or [[Mechanics/Society]]
Classes.Bard . . . by ?: '''Skills:''' Choose any @@three@@
Classes.Bloodhunter . . . by ?: '''Skills:''' Choose @@three@@ from [[Mechanics/Athletics]], [[Mechanics/Arcana]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Religion]], [[Mechanics/Resilience]], and [[Mechanics/Streetwise]]
Classes.Cleric . . . by ?: '''Skills:''' Choose @@two@@ from [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Religion]], [[Mechanics/Resilience]], and [[Mechanics/Society]]
Classes.Druid . . . by ?: '''Skills:''' Choose @@three@@ from [[Mechanics/Arcana]], [[Mechanics/Animal Handling]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Medicine]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Religion]], or [[Mechanics/Resilience]]
Classes.Fighter . . . by ?: '''Skills:''' Choose @@two@@ from [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Perception]], [[Mechanics/Resilience]], or [[Mechanics/Society]]
Classes.Paladin . . . by ?: '''Skills:''' Choose @@two@@ from [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Religion]], and [[Mechanics/Society]]
Classes.PaladinRedemption . . . by ?: ''As in '''Xanathar's Guide to Everything''''' except Emissary of Peace applies to all Convince checks.
Classes.PaladinGlory . . . by ?: ''As in '''Player's Handbook 2024''''' except Peerless Athlete grants advantage on all Athletics and Resilience checks.
Classes.PaladinAncients . . . by ?: You can use an action to be recognized by nature as one of its protectors for the next hour. For the duration, you gain advantage on Convince checks made to influence creatures with primal spellcasting as well as beast and plant creatures. If you fail a Animal Handling or Nature check during this time, you can end the blessing as a reaction to succeed instead.
Classes.PaladinTalents . . . by ?: Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You have advantage on Animal Handling, Nature, and Resilience checks made in this terrain.
Spells.FindSteed . . . by ?: ->The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it. You add your proficiency bonus to ability checks related to controlling the mount. If you already would, add double your proficiency bonus instead. If you are Incapacitated, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. You can use an action to dismiss your steed, causing it to disappear. Casting this spell again summons the same steed, restored to its hit point maximum. If the steed dies, you can cast the spell to begin a Quick Resurrection challenge.
Classes.FighterSharpshooter . . . by ?: When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Perception, Insight, Investigation, or Resilience.
Classes.FighterDragoon . . . by ?: You have gained a wealth of knowledge about dragons. You have '__Advantage__' on '''Wisdom checks''' to detect and track dragons, as well as on '''Intelligence checks''' to recall information about them. When you gain this feature, you also learn to speak and read Draconic. If you already speak this language, you may select another.
Classes.FighterCrusader . . . by ?: At 3rd level, you become proficient in your choice of one of the following skills: Convince, Insight, Leadership, or Religion.
Classes.FighterChampion . . . by ?: *** You gain proficiency in one of the following skills of your choice: Athletics or Resilience. *** You gain proficiency in one of the following skills of your choice: Athletics or Convince. *** You gain proficiency in one of the following skills of your choice: Athletics or Leadership.
Classes.FighterCavalier . . . by ?: When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Convince, Insight, Leadership, or Society. You also learn one language of your choice.
Classes.FighterTalents . . . by ?: You gain advantage on Resilience checks and saving throws you make against cold and hot weather, as well as against any adverse effects from wind or precipitation.
Classes.Classes . . . by ?: ||Druid ||Light armor, medium armor, shields (druids will not wear armor or use shields made of metal), one skill from the class's skill list, herbalism kit ||
Classes.DruidHarvest . . . by ?: Also at 2nd level, you have developed techniques to seek and destroy those who defile the cycle of life and death. You have '__Advantage__' on '''Wisdom checks''' to detect and track undead, as well as on '''Intelligence checks''' to recall information about them.
Classes.DruidDreams . . . by ?: If you already the Fey Ancestry or Trance traits, you gain proficiency in one of the following skills: Arcana, Animal Handling, Insight, Medicine, Perception, Religion, or Resilience. If you have both, you also gain an additional Druid Secret of Nature.
Classes.DruidTalents . . . by ?: You can familiarize yourself with a 25-mile radius area around you by spending a minute studying your surroundings while at least 1,000 feet above the ground. Once you familiarize yourself with an area in this way, you gain advantage on any Wisdom (Perception) and Wisdom (Investigation) checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a long rest. '''''Prerequisites:''' proficiency with Nature'' \ You ignore penalties to ability checks from sandstorms or other desert phenomena, and you require half as much water as a typical member of your heritage does. In addition, you and a number of creatures equal to your proficiency bonus with Nature are naturally acclimatized to extreme heat. '''''Prerequisites:''' proficiency with Nature'' \ Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and can see out to 60 feet in fog, clouded water, and other similar areas of heavy obscurity. In addition, you and a number of creatures equal to your proficiency bonus with Nature are always considered to be under the effects of lavender paste. '''''Prerequisites:''' proficiency with Nature'' \ '''''Prerequisites:''' proficiency with Nature'' \
Classes.ClericWar . . . by ?: You learn '''one''' of the following cantrips: ''[[Spells/BladeWard | blade ward]], [[Spells/BoomingBlade | booming blade]], [[Spells/FrostStrike | frost strike]], [[Spells/GreenFlameBlade | green-flame blade]], [[Spells/SwordBurst | sword burst]]'', or ''[[Spells/TrueStrike | true strike]]''. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in '''one''' of the following skills of your choice: Athletics, Resilience, or Society.
Classes.ClericTrickery . . . by ?: At 1st level, you gain proficiency in '''two''' skills or tools of your choice: Deception, Precision, Stealth, disguise kit, forgery kit, poison kit, thieves' tools.
Classes.ClericTempest . . . by ?: You learn '''one''' [[Spells/DruidSpellList | druid cantrip]] of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in '''one''' of the following skills of your choice: Convince, Nature, Resilience.
Classes.ClericPeace . . . by ?: At 1st level, you learn '''one''' of the following cantrips: ''[[Spells/BladeWard | blade ward]], [[Spells/Guidance | guidance]], [[Spells/Message | message]], [[Spells/Resistance | resistance]]''. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency '''one''' skill of your choice: Convince, Insight, or Leadership.
Classes.ClericOrder . . . by ?: You gain proficiency in '''one''' skill of your choice: Convince, Insight, or Leadership.
Classes.ClericNature . . . by ?: You gain proficiency in '''one''' skill of your choice: Animal Handling, Nature, or Resilience.
Classes.ClericMoon . . . by ?: In addition, you gain proficiency in '''one''' of the following skills of your choice: Investigation, Insight, or Perception.
Classes.ClericKnowledge . . . by ?: At 1st level, you learn '''two''' languages of your choice. Additionally, you gain proficiency in '''two''' skills of your choice: Arcana, Nature, Religion, or Society
Classes.ClericCity . . . by ?: At 1st level, you learn the ''[[Spells/OnOff | on/off]]'' cantrip. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency with the Drive skill.
Classes.ClericTalents . . . by ?: You gain proficiency in the Convince skill. If you are already proficient in it, you may instead always use Wisdom when making Convince checks. You gain proficiency in the Society skill. If you are already proficient in it, you may instead always use Wisdom when making History checks. You gain proficiency in the Religion skill. If you are already proficient in it, you may instead always use Wisdom when making Religion checks. !!!! Voice of God You gain proficiency in the Leadership skill. If you are already proficient in it, you may instead always use Wisdom when making Leadership checks.
Mechanics.Crafting . . . by ?: ||Oil of Etherealness ||Rare || Yes ||1920 ||%lime%115%% || || || || ||
Classes.BardSatire . . . by ?: You also gain proficiency in two skills of your choice: Athletics, Convince, Deception, Insight, Investigation, Leadership, Perception, Precision, Resilience, Society, Stealth, or Streetwise.
Cultures.Collegiate . . . by ?: You have proficiency in @@one@@ of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Nature]], [[Mechanics/Religion]], or [[Mechanics/Society]]. *'''Chemistry.''' You gain proficiency with either [[Equipment/AlchemistSupplies | alchemist supplies]] or [[Equipment/BrewerSupplies | brewer supplies]]. Choose @@one@@ of the following damage types: %acid%acid%%, %fire%fire%%, or %poison%poison%%. You have resistance to chosen damage type. If you chose %poison%poison%%, you have %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#poisoned | %condition%Poisoned%%]] condition on yourself. *'''Communications.''' You gain proficiency with either [[Equipment/CalligrapherSupplies | calligrapher supplies]] or [[Equipment/DisguiseKit | disguise kits]]. Choose @@one@@ of the following skills: [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], or [[Mechanics/Leadership]]. You can always choose to use Intelligence when making a check with the chosen skill.
Classes.ArtificerVoyager . . . by ?: !! Skill Proficiency You gain proficiency with the Drive skill. If you already have it, get expertise. You gain the Rider fighting style.
Classes.ArcaneWarriorTalents . . . by ?: You gain proficiency with cartography tools or navigating tools. As long as you have an accurate map, atlas, or literature of the region you are navigating in, you may choose to use Intelligence when making Investigation checks in the area.
Classes.AdeptTalents . . . by ?: You gain proficiency with one of the following skills: Animal Handling or Nature. If you have the Battlefield Etiquette talent, you consider beasts to be martial artists.
Backgrounds.Thug . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Athletics, Convince, Deception, Perception, Precision, or Stealth. \
Backgrounds.Teamster . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Animal Handling, Drive, Leadership, Medicine, Perception, or Resilience. \
Backgrounds.Spy . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Deception, Insight, Investigation, Precision, Stealth, or Streetwise. \
Backgrounds.Sailor . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Athletics, Drive, Medicine, Perception, Resilience, or Society. \
Backgrounds.Rebel . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Deception, Convince, Insight, Society, Stealth, or Streetwise. \
Backgrounds.Raider . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Animal Handling, Athletics, Convince, Perception, Resilience, or Stealth. \
Backgrounds.PublicServant . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Convince, Deception, Insight, Investigation, Leadership, or Society. \
Backgrounds.Outlander . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Animal Handling, Athletics, Convince, Nature, Perception, or Resilience. \
Backgrounds.Noble . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Animal Handling, Athletics, Convince, Deception, Leadership, or Society. \
Backgrounds.Miner . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Athletics, Drive, Investigation, Perception, Precision, or Resilience. \
Backgrounds.Merchant . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Convince, Deception, Drive, Insight, Investigation, or Society. \
Backgrounds.Hermit . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Animal Handling, Insight, Medicine, Nature, Religion, or Resilience. \
Backgrounds.Mercenary . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Athletics, Convince, Insight, Investigation, Perception, or Streetwise. \
Backgrounds.Knight . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Animal Handling, Athletics, Convince, Leadership, Religion, or Society. \
Backgrounds.Inheritor . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Arcana, Convince, Investigation, Religion, Resilience, or Society. \
Backgrounds.Investigator . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Convince, Insight, Investigation, Perception, Society, or Streetwise. \
Backgrounds.GuildMember . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Arcana, Convince, Insight, Investigation, Perception, or Society. \
Backgrounds.Gambler . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Convince, Deception, Insight, Perception, Precision, or Streetwise. \
Backgrounds.FarTraveler . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Drive, Insight, Perception, Precision, Resilience, or Society. \
Backgrounds.FactionAgent . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Convince, Deception, Insight, Investigation, Leadership, or Perception. \
Backgrounds.Entertainer . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Athletics, Convince, Deception, Leadership, Precision, or Society. \
Backgrounds.Criminal . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Deception, Investigation, Perception, Precision, Stealth, or Streetwise. \
Backgrounds.Courtier . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Convince, Deception, Insight, Investigation, Leadership, Society. \
Backgrounds.ConclaveInitiate . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Convince, Insight, Investigation, Medicine, Nature, Religion. \
Backgrounds.CityWatch . . . by ?: '''Skill Proficiency:''' You have proficiency in one of the following skills of your choice: Athletics, Convince, Insight, Investigation, Perception, Society. \
Cultures.WoodElf . . . by ?: You are trained in the weapons and tools common to your people. Choose '''two''' of the following options:
Cultures.HighElf . . . by ?: (:div class="introduction":) You have been brought up amongst the high elven people, and have been exposed to their innate aptitude for arcane innovation and aristocracy. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Investigation]], or [[Mechanics/Society]]. \ *You have proficiency with [[Equipment/AlchemistSupplies | alchemist supplies]]. *You have proficiency with [[Equipment/CalligrapherSupplies | calligrapher supplies]]. *You have proficiency with [[Equipment/PainterSupplies | painter supplies]].
Cultures.Halfling . . . by ?: (:div class="introduction":) You have been brought up amongst the close-knit, familial communities of halflings who live peacefully in-tune with the natural world. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Investigation]], [[Mechanics/Nature]], [[Mechanics/Precision]], [[Mechanics/Resilience]], or [[Mechanics/Stealth]]. \ You have an intrinsic connection with the earth and soil. You ignore difficult terrain caused by any form of earth or soil, such as mud, or mountainous terrain. Additionally, you can attempt to divine the earth’s wisdom by submerging your feet or hands into mud or soil as an action. When you do, you gain the benefits as if you had cast the ''[[Spells/Augury | augury]]'' spell. You can’t use this trait again until after you finish a '__Long Rest__'. You are trained in the tools common to your people. You have proficiency with your choice of any '''two''' artisan tools.
Cultures.Githzerai . . . by ?: (:div class="introduction":) You have been brought up amongst the monastic and introspective society of the Githzerai, who long ago broke free of the mindflayers that had formerly enslaved them. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Religion]], or [[Mechanics/Resilience]]. \ Your innate psychic defenses grant you %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#charmed | %conditions%Charmed%%]] and [[Mechanics/Conditions#frightened | %conditions%Frightened%%]] conditions on yourself. Your intrinsic connection with the minds of others enables you to sense the feelings of others. You have %adv%Advantage%% on [[Mechanics/Insight | Wisdom (Insight)]] checks to detect a creature's emotional state.
Cultures.Githyanki . . . by ?: (:div class="introduction":) You have been brought up amongst the ruthless pillagers and raiders known as the Githyanki, who have long warred from the Astral Plane against the mindflayers that had formerly enslaved them. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Resilience]], or [[Mechanics/Stealth]]. \ Your innate psychic defenses grant you %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#charmed | %conditions%Charmed%%]] and [[Mechanics/Conditions#frightened | %conditions%Frightened%%]] conditions on yourself. You are trained in the weapons and tools common to your people. Choose '''two''' of the following options:
Cultures.Dwarf . . . by ?: (:div class="introduction":) You were brought up among the industrious and innovative dwarven clans, and are at home in their hearty and structured civilizations. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Religion]], [[Mechanics/Resilience]], or [[Mechanics/Society]]. \ You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a '__Long Rest__'. Whenever you make an Intelligence check related to the origin of stonework, you are considered to have expertise on the roll.
Cultures.Duergar . . . by ?: (:div class="introduction":) You have been brought up amongst dwarves that dwell in the deepest places of the world, and have mastered the skills necessary to survive. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Resilience]], or [[Mechanics/Society]]. \ You learn certain magic passed down in your culture. Starting at 3rd level, you learn the ''[[Spells/EnlargeReduce | enlarge/reduce]]'' and ''[[Spells/Invisibility | invisibility]]'' spells. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a '__Long Rest__'. You can also cast these spells using mana if you can cast spells of the appropriate level. \\ Additionally, as a '__Bonus Action__', you gain tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this tremorsense. The stone can be natural or worked. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Cultures.Drow . . . by ?: (:div class="introduction":) You were raised in one of the cut-throat, dangerous cities of the drow of the Underdark, under the influence of the spider goddess Lolth. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Perception]], or [[Mechanics/Stealth]]. \ You learn certain magic passed down in your culture. You learn the ''[[Spells/FaerieFire | faerie fire]]'' spell. Starting at 3rd level, you also learn the ''[[Spells/Darkness | darkness]]'' spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a '__Long Rest__'. You can also cast these spells using mana if you can cast spells of the appropriate level. You are trained in the weapons and tools common to your people. Choose '''two''' of the following options:
Cultures.Wild . . . by ?: *'''Gatherer.''' You gain proficiency with [[Equipment/HerbalismKit | herbalism kits]]. Choose '''one''' of the following senses: Hearing, Sight, and Smell. You have %adv%Advantage%% on [[Mechanics/Perception | Wisdom (Perception)]] checks that rely on the sense you chose. Additionally, you are always alert to danger even while otherwise occupied, like while foraging or navigating.
Cultures.Warrior . . . by ?: (:div class="introduction":) You have been brought up among those who seek glory and triumph in combat, and rarely back down from a challenge for fear of the stain cowardice would leave. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Perception]], or [[Mechanics/Resilience]]. \ You have %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#frightened | %condition%Frightened%%]] condition on yourself. When you succeed on a death save, you can regain a number of hit points equal to your @@proficiency bonus + your Intelligence, Wisdom, or Charisma modifier@@ (choose when you select this culture). You can’t use this trait again until you finish a '__Long Rest__'.
Cultures.Undersea . . . by ?: (:div class="introduction":) You were brought up deep beneath the waves of the sea and have learned to live in harmony with the creatures of the depths. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Animal Handling]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Nature]], or [[Mechanics/Resilience]]. \ You learn certain magic passed down in your culture. You learn either the ''[[Spells/CharmCreature | charm creature]]'' or ''[[Spells/FogCloud | fog cloud]]'' spell. Starting at 3rd level, you also learn the ''[[Spells/DustDevil | dust devil]]'' or ''[[Spells/Enthrall | enthrall]]'' spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a '__Long Rest__'. You can also cast these spells using mana if you can cast spells of the appropriate level. *You have proficiency with [[Equipment/HarvestingKit | harvesting kits]].
Cultures.Theocratic . . . by ?: (:div class="introduction":) You were raised in a holy place, such as a monastery or a temple, and have grown with the doctrine of your religion as your guide. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Religion]], or [[Mechanics/Society]]. \ You are trained to detect even the most subtle indications of a person’s religious perspective. After you spend at least 1 minute observing a creature with an Intelligence of 8 or higher, you can make either a [[Mechanics/Insight | Wisdom (Insight)]] or [[Mechanics/Religion | Intelligence (Religion)]] check against a DC equal to the creature’s passive [[Mechanics/Deception]] check score. On a success, you learn the following information about that creature: You are trained in the tools common to a people of worship. Choose '''two''' of the following options: *You have proficiency with [[Equipment/AlchemistSupplies | alchemist supplies]].
Cultures.Shadowfell . . . by ?: (:div class="introduction":) You have been raised in the cold, unforgiving darkness of the Shadowfell and have developed unique traits that allow you to survive. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Precision]], [[Mechanics/Religion]], or [[Mechanics/Stealth]]. \ You have resistance to %necrotic%necrotic damage%%. You are trained in the weapons and tools common to your people. Choose '''two''' of the following options:
Cultures.Rural . . . by ?: (:div class="introduction":) You were brought up in the rolling farmlands of the country sides where small, close-knit communities band together to make a simple living. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Religion]], [[Mechanics/Resilience]], or [[Mechanics/Society]]. \ Life along the crossroads rarely offers an opportunity for proper schooling, but the roads carry with them legends and stories from far and wide. Stories of a lost magical homeland are constantly on the minds and lips of your community. These tales guide you in your search. Choose '''two''' of the following skills: [[Mechanics/Arcana]], [[Mechanics/Nature]], [[Mechanics/Religion]], or [[Mechanics/Society]]. You can always choose to use Wisdom when making a check with the chosen skills. The DM may decide that the results of a check made in this way are distorted or exaggerated forms of the truth. Villagers know when to be cautious around strangers and other dangers. You have %adv%Advantage%% on [[Mechanics/Insight]] checks made to determine hostile intent or predict violence, and you have a +5 bonus to your passive [[Mechanics/Perception | Wisdom (Perception)]].
Cultures.Nomadic . . . by ?: *You have proficiency with [[Equipment/CobblerTools | cobbler tools]].
Cultures.Natural . . . by ?: (:div class="introduction":) You were brought up deep in the heart of the natural world—such as being part of a druid circle—and have learned to not only survive in nature, but exist within its very being. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Insight]], [[Mechanics/Medicine]], [[Mechanics/Nature]], [[Mechanics/Religion]], or [[Mechanics/Resilience]]. \ You can generally tell how in-tune with nature someone is with a glance. After you spend at least 1 minute observing a creature with an Intelligence of 8 or higher, you can make either a [[Mechanics/Insight | Wisdom (Insight)]] or [[Mechanics/Nature | Intelligence (Nature) check]] against a DC equal to the creature’s passive Deception check score. On a success, you learn the following information about that creature: *You have proficiency with [[Equipment/AlchemistSupplies | alchemist supplies]]. *You have proficiency with [[Equipment/BrewerSupplies | brewer supplies]].
Cultures.Magocracy . . . by ?: *You have proficiency with [[Equipment/WoodcarverTools | woodcarver tools]].
Cultures.Magitech . . . by ?: (:div class="introduction":) You were raised around amazing examples of technical progress, tinkering, and innovation that have meshed magic and machine, and have learned to master such trades yourself. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Drive]], [[Mechanics/Investigation]], [[Mechanics/Perception]], [[Mechanics/Precision]], or [[Mechanics/Society]]. \ Choose '''two''' of the following:
Cultures.Itinerant . . . by ?: *You have proficiency with [[Equipment/DisguiseKit | disguise kits]] or [[Equipment/ForgeryKit | forgery kits]].
Cultures.Imperial . . . by ?: (:div class="introduction":) You were raised in a large empire or kingdom that has made itself—and its leaders—known as a political power on the world stage. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Leadership]], [[Mechanics/Perception]], or [[Mechanics/Society]]. \ *You have %adv%Advantage%% on Death saving throws, and on saving throws you make to avoid or end a disease on yourself. As long as you are within a number of feet equal to @@5 x your proficiency bonus@@ of a friendly creature, you have %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#charmed | %condition%Charmed%%]] or [[Mechanics/Conditions#frightened | %condition%Frightened%%]] condition on yourself.
Cultures.Frontier . . . by ?: (:div class="introduction":) You were brought up on the open and expansive frontier, potentially on a singular farmstead or as part of a newer community that is starting to develop. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Drive]], [[Mechanics/Insight]], [[Mechanics/Medicine]], [[Mechanics/Nature]], or [[Mechanics/Perception]]. \ You have %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#poisoned | %condition%Poisoned%%]] condition on yourself. You also have resistance to %poison%poison damage%%. *If you use 10 minutes to stake your claim, you can claim a cube a number of feet equal to @@25 x your proficiency bonus@@ centered on the a point you touch. For the next 8 hours, you and friendly creatures who begin their turn in the area can't be [[Mechanics/Conditions#surprised | %condition%Surprised%%]] and have %adv%Advantage%% on [[Mechanics/Perception | Wisdom (Perception) checks]] they make in the area.
Cultures.Forsaken . . . by ?: (:description You have been brought up in the ruins of a former settlement or civilization—what may have been your home once is now destroyed, but its people continue on.:) You have been brought up in the ruins of a former settlement or civilization—what may have been your home once is now destroyed, but its people continue on.
Cultures.Feywild . . . by ?: (:div class="introduction":) You have been raised in the whimsical, ever-changing wonderland known as the Feywild, and it has left a lasting mark on your very being. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Leadership]], or [[Mechanics/Nature]]. \ Your exposure to the Feywild causes you to adopt some of the whimsical natures of the fey. Choose a season to associate yourself with: autumn, winter, spring, or summer. When finishing a '__Long Rest__', you can change your season. You gain the ability to cast a cantrip based on your current season. Choose '''one''' cantrip from each of the four seasons. You know the cantrip associated with your current season. When you change your season, you also change your cantrip. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). You are trained in the weapons and tools common to your people. Choose '''two''' of the following options:
Cultures.Enlightened . . . by ?: (:div class="introduction":) You have been brought up in a culture of peace and enlightenment, where the focus is on the betterment of the people and spirit. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Medicine]], [[Mechanics/Nature]], [[Mechanics/Religion]], or [[Mechanics/Resilience]]. \ Your rationale shields your psyche from outside influences. At the start of your turn, you can use your '__Reaction__' to suppress the effects of an enchantment spell or the [[Mechanics/Conditions#charmed | %condition%Charmed%%]] or [[Mechanics/Conditions#frightened | %condition%Frightened%%]] condition you are suffering from for 1 round as your logic overrides it. You can use this '__Reaction__' even if you are [[Mechanics/Conditions#incapacitated | %condition%Incapacitated%%]] or would be forbidden from doing so, such as with ''[[Spells/DominateCreature | dominate creature]]''. \\ You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a '__Long Rest__'.
Cultures.Despotic . . . by ?: (:div class="introduction":) You have been raised beneath the thumb of tyrannical rule, with the authoritarian rigidity that comes with it. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Investigation]], [[Mechanics/Leadership]], or [[Mechanics/Resilience]]. \ You are careful not to show weakness in front of your allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a '__Long Rest__'. The tyrant's minions invariably have some preferred method of torment and you have learned to endure it. Choose '''one''' of the following damage types: %acid%acid%%, %physical%bludgeoning%%, %fire%fire%%, %lightning%lightning%%, %necrotic%necrotic%%, %physical%piercing%%, %poison%poison%%, %psychic%psychic%%, %radiant%radiant%%, or %physical%slashing%%. You have resistance to the chosen damage type.
Mechanics.Perception . . . by ?: * '''Intelligence (Perception).''' Intelligence is used to connect sensations to memories from your past, or to see through illusions.
Cultures.Cosmopolitan . . . by ?: You know how to read people through their clothes and bearing. After you spend at least 1 minute observing a creature with an Intelligence of 8 or higher, you can make either a [[Mechanics/Insight | Wisdom (Insight)]] or [[Mechanics/Society | Intelligence (Society) check]] against a DC equal to the creature’s passive Deception score. On a success, you learn the following information about that creature:
Cultures.Caravan . . . by ?: You gain proficiency with '''one''' of the following: [[Equipment/CarpenterTools | carpenter tools]], [[Equipment/CartographerTools | cartographer tools]], [[Equipment/CookUtensils | cook utensils]], [[Equipment/NavigatorTools | navigator tools]], or [[Equipment/WoodcarverTools | woodcarver tools]]. Additionally, you can create a ramshackle canoe, rowboat, cart, chariot, or glider with an hour of work if you have access to raw or reclaimed materials.
Cultures.Artistic . . . by ?: *'''Sculpture.''' You gain proficiency with your choice of [[Equipment/GlassblowerTools | glassblower tools]], [[Equipment/JewelerTools | jeweler tools]], [[Equipment/MasonTools | mason tools]], [[Equipment/PotterTools | potter tools]], [[Equipment/SmithTools | smith tools]], or [[Equipment/WoodcarverTools | woodcarver tools]]. Choose '''one''' of the following skills: [[Mechanics/Athletics]] or [[Mechanics/Precision]]. You can always choose to use Charisma when making a check with the chosen skill. *'''Theatre.''' You gain proficiency with your choice of [[Equipment/CobblerTools | cobbler tools]], [[Equipment/DisguiseKit | disguise kits]], [[Equipment/LeatherworkerTools | leatherworker tools]], or [[Equipment/WeaverTools | weaver tools]]. Whenever you make a Charisma ability check or saving throw and fail, you can reroll it and take the second result. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a '__Long Rest__'. When you finish a '__Long Rest__', you may name a specific creature as your muse. Depending on your relationship with that creature, gain the following effects: You may still gain this inspiration even if you already have 3. If you do not use it before you finish your next '__Long Rest__', the inspiration is lost. Once you gain inspiration from this feature, you cannot do so again until you finish a '__Long Rest__'. Your people are creative and artistic. You have proficiency with your choice of any '''two''' artisan tools or instruments.
Ancestries.Satyr . . . by ?: (:div class="introduction":) Satyrs are mischievous fey-folk with the upper bodies of humanoids and the lower halves of goats. Known for revelry and trickery, chaos normally follows in their wake. (:divend:) '''''Speed.''''' 40 ft. %lime%(1 point)%% \ ->'''''Ram %lime%(1 point)%%.''''' \ ->'''''Mirthful Leaps %lime%(1 point)%%.''''' \ ->'''''Reveler %lime%(1 point)%%.''''' \
Ancestries.Minotaur . . . by ?: You always know which direction is north, and you have %adv%Advantage%% on any ability check you make to navigate or track.
Ancestries.Shifter . . . by ?: (:div class="introduction":) Shifters are people capable of taking on a more bestial form, much in the same manner as lycanthropes, though possess more control due to their less-complete transformations. (:divend:) ->'''''Darkvision %lime%(1 point)%%.''''' \ ->'''''Bestial Instincts %lime%(2 points)%%.''''' \ Channeling the beast within, you have proficiency in '''two''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Investigation]], [[Mechanics/Perception]], or [[Mechanics/Resilience]]. ->'''''Shifting %lime%(1 point)%%.''''' \ (:div class="feature":)
Ancestries.Loxodon . . . by ?: Thanks to your sensitive trunk, you have %adv%Advantage%% on any ability checks that involve smell. You count as one size larger when [[Mechanics/Conditions#grappled | %condition%Grappling%%]] or Shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift. You have thick, leathery skin. When you aren't wearing armor, your AC is @@13 + your Constitution modifier@@. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Ancestries.Dacelan . . . by ?: You gain proficiency with '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Nature]], and [[Mechanics/Resilience]].
Ancestries.Changeling . . . by ?: Thanks to your connection to the fey realm, you gain proficiency with '''two''' of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Leadership]], or [[Mechanics/Society]]. As a '__Bonus Action__', you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an '__Action__' to revert to your true form or until you die.
Ancestries.Dragonborn . . . by ?: * '''''Skill Proficiency.''''' You gain proficiency in the [[Mechanics/Convince]] skill.
Ancestries.YuanTiPureblood . . . by ?: You can use your '__Bonus Action__' to polymorph into a tiny, small, medium, or large snake, or back into your true form. While in snake form, you can't speak except through your Speak with Ophidians trait, you gain a swim speed equal to your walking speed, and you gain blindsight with a range of 10 feet. Your other statistics are unchanged. Anything you are wearing or carrying transforms with you. You revert to your true form if you die.
Ancestries.Orc . . . by ?: (:include ParagonTraits#PrimalInstincts:)
Ancestries.Catfolk . . . by ?: * '''Hunter's Instincts.''' You have proficiency in one of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Investigation]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Precision]], or [[Mechanics/Stealth]]. You can choose this legacy multiple times, selecting a new skill each time.
Ancestries.ElfDark . . . by ?: You have proficiency in the [[Mechanics/Insight]], [[Mechanics/Investigation]], or [[Mechanics/Perception]] skill.
Ancestries.Elf . . . by ?: You have proficiency in the [[Mechanics/Insight]], [[Mechanics/Investigation]], or [[Mechanics/Perception]] skill.
Mechanics.Vehicles . . . by ?: !!!! Driving Into Creatures A creature can be sent spilling out of the way when a vehicle threatens to hit it. When a vehicle moves into a creature's space, that creature can make a DC 10 Dexterity saving throw. On a failure, the creature falls prone and moved to a side of the vehicle of the driver's choice. On a success, the creature decides which space they dodge in, and on a critical success, they can jump onto the vehicle as a reaction. Cargo capacity specifies how much cargo the vehicle can carry. Action stations and creature capacity does not count towards this weight, though creatures in excess to its normal capacity do. Increase this capacity by 200 pounds for each space of unused creature capacity. The sum of the average vehicle's Strength, Dexterity, and Constitution scores is usually 46, with no score being above 20. A medium or large vehicle has 50 hit points, a Huge vehicle has 100 hit points, a Gargantuan vehicle has 200 hit points, and a Colossal vehicle has 300 hit points. Medium and Large vehicles have a damage threshold of 5, Huge and Gargantuan vehicles have a damage threshold of 10, and Colossal vehicles have a damage threshold of 15.
Spells.ModifyMemory . . . by ?: ->A ''[[Spells/RemoveCurse | remove curse]]'' or ''[[Spells/Restoration | restoration]]'' spell cast at 5th level or higher on the target restores the creature's true memory.
Spells.Geas . . . by ?: ->You can end the spell early by using an action to dismiss it. A ''[[Spells/RemoveCurse | remove curse]]'', ''[[Spells/Restoration | restoration]]'' cast at 5th level or higher, or ''[[Spells/Wish | wish]]'' spell also ends it.
Spells.Feeblemind . . . by ?: ->The spell can also be ended by ''[[Spells/Restoration | restoration]]'' spell cast at 6th level or higher, ''[[Spells/Heal | heal]]'', or ''[[Spells/Wish | wish]]''.
Classes.WarlockRavenQueen . . . by ?: When you use this ability on a creature, you may choose to remove the memory from the creature, or copy it. When used on a dead creature, the memory is always copied. If you remove a memory, it cannot be restored while the token exists. You choose whether the memory is restored or lost when the memory is released from the token. A remove curse or restoration spell cast at 5th level on the target restores a lost memory released from a memory token.
Classes.DruidMoon . . . by ?: ||'''Petrifying Gaze''' ||Monstrosity ||Any ||Any ||If a creature starts its turn within 30 feet of the two of you can see each other, you can force the creature to make a '''Constitution saving throw''' if you aren't '__Incapacitated__'. On a failed save, the creature magically begins to turn to stone and is '__Restrained__'. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is '__Petrified__' until the condition is removed. A creature that isn't '__Surprised__' can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save. || ||'''Petrifying Breath''' ||Monstrosity ||Any ||Large, Huge ||Once per turn when you take the '__Attack__' action, you can replace one of your attacks with an exhalation petrifying gas in a 30-foot cone. Each creature in that line must make a '''Constitution saving throw'''. On a failed save, a target begins to turn to stone and is '__Restrained__'. The '__Restrained__' target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is '__Petrified__' until the condition is ended. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again. ||
Ancestries.Aasimar . . . by ?: *'''Exalted Legacy.''' You learn the ''[[Spells/DivineFavor | divine favor]]'' spell. Starting at 3rd level, you also learn the ''[[Spells/Restoration | restoration]]'' spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Classes.WarlockSeeker . . . by ?: ||4th ||''fount of moonlight'', ''private sanctum'' ||
Equipment.CalligrapherSupplies . . . by ?: || 20 ||An accurate likeness of an individual or item for the use of a ''[[Spells/Scrying | scrying]]'' or ''[[Spells/LocateTarget | locate target]]'' spell, or a location that could count as "Seen Casually" for the purpose of ''[[Spells/Teleport | teleport]]''. ||
Ancestries.Firbolg . . . by ?: You learn more advanced magic of the firbolg. You learn the ''[[Spells/DisguiseSelf | disguise self]]'' spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: ''[[Spells/DetectMagic | detect magic]]'', ''[[Spells/DetectPoisonAndDisease | detect poison and disease]]'', ''[[Spells/LocateResources | locate resources]]'', ''[[Spells/LocateTarget | locate target]]'', or ''[[Spells/RemoveCurse | remove curse]]''. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level.
Spells.HoldCreature . . . by ?: *'''5th level or higher:''' You may instead target one creature of any type within range. You may target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Mechanics.WildMagic . . . by ?: || 12 ||You cast ''[[Spells/ChromaticOrb | chromatic orb]]'' on a target within 30 feet of one of the targets affected by the spell that triggered this surge. ||
Ancestries.Tiefling . . . by ?: *'''Legacy of Chaos.''' You know the ''[[Spells/Prestidigitation | prestidigitation]]'' cantrip. You learn the ''[[Spells/ChromaticOrb | chromatic orb]]'' spell. Starting at 3rd level, you also learn the ''[[Spells/AlterSelf | alter self]]'' spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Spells.AntimagicField . . . by ?: ->'''Targeted Effects.''' Spells and other magical effects that target a creature or an object in the sphere have no effect on that target.
Classes.BardGlamour . . . by ?: You know the Charm Creature and Mirror Image spells. They don't count against your spells known or reserved. Additionally, you can harness your seductive fey magic in one of two ways:
Ancestries.MerfolkSiren . . . by ?: You learn more advanced magic of the marids. You learn the ''[[Spells/CharmCreature | charm creature]]'' spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: ''[[Spells/Command | command]]'', ''[[Spells/Enthrall | enthrall]]'', ''[[Spells/HypnoticPattern | hypnotic pattern]]'', ''[[Spells/Suggestion | suggestion]]'', or ''[[Spells/UnearthlyChorus | unearthly chorus]]''. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Ancestries.Kitsune . . . by ?: You learn more advanced magic of the kitsune. You learn either the ''[[Spells/DancingLights | dancing lights]]'' or ''[[Spells/Prestidigitation | prestidigitation]]'' cantrip. You also learn your choice of two of the following spells: ''[[Spells/CharmCreature | charm creature]]'', ''[[Spells/ColorSpray | color spray]]'', ''[[Spells/DisguiseSelf | disguise self]]'', ''[[Spells/HypnoticPattern | hypnotic pattern]]'', ''[[Spells/Invisibility | invisibility]]'', ''[[Spells/Mischief | mischief]]'', or ''[[Spells/Suggestion | suggestion]]''. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Spells.GentleRepose . . . by ?: ->The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as ''[[Spells/Resurrection | resurrection]]''.
Mechanics.Healing . . . by ?: Resurrection magic (such as ''resurrection'' or ''true resurrection'') and other powerful restorative magics (''regeneration'') are subject to various difficulties. The following rules, borrowed from Matthew Mercer, will be implemented, with some modifications.
Spells.PsychicScream . . . by ?: ->Instead of causing heads to explode, the spell now reads: If a target is killed by this damage, the resonance of the spell remains, causing any resurrection spell beneath 7th level to fail, and preventing spells like Speak with Dead from communing with the lingering echo of the spirit. * '''Changed''' wording on resurrection limitation, added speak with dead limitation.
Mechanics.Drive . . . by ?: The '''Drive''' skill is used to handle, operate, and maintain vehicles, including horse-drawn carriages.
Ancestries.Dhampir . . . by ?: * '''''Increased Speed.''''' Your movement speed increases by 10 feet. * '''''Inhuman Leap.''''' As a '__Bonus Action__', you can jump a number of feet equal to @@five x your proficiency bonus@@, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a '__Long Rest__'.
Ancestries.Kenku . . . by ?: ->'''''Expert Duplication %lime%(1 point)%%.''''' \ ->'''''Kenku Recall %lime%(2 points)%%.''''' \ ->'''''Mimicry %lime%(1 point)%%.''''' \ You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful '''[[Mechanics/Insight | Wisdom (Insight) check]]''' against a DC of @@8 + your proficiency bonus + your Charisma modifier@@.
Ancestries.Gnoll . . . by ?: When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a '__Bonus Action__' to move up to half your speed and make a Bite attack. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a '__Long Rest__'.
Ancestries.Dwarf . . . by ?: (:div class="introduction":) Dwarves are stout folk who live in complex mountain societies built upon fine craftsmanship and old traditions. (:divend:)
Ancestries.Centaur . . . by ?: Your hooves are natural weapons with the finesse property that you can use to make unarmed strikes. If you hit with them, you can deal %physical%bludgeoning damage%% equal to @@1d6 + your Strength or Dexterity modifier@@, instead of the %physical%bludgeoning damage%% normal for an unarmed strike.
Ancestries.Avian . . . by ?: Your talons are natural weapons with the finesse property that you can use to make unarmed strikes. If you hit with them, you can deal %physical%slashing damage%% equal to @@1d6 + your Strength or Dexterity modifier@@, instead of the %physical%bludgeoning damage%% normal for an unarmed strike.
Ancestries.Bugbear . . . by ?: (:div class="introduction":) Bugbears are hairy goblinoid that possesses traits that are reminiscent of bears and are known for their strong and lanky builds. (:divend:) ->'''''Darkvision %lime%(1 point)%%.''''' \ ->'''''Fey Ancestry %lime%(1 point)%%.''''' \ ->'''''Long-Limbed %lime%(1 point)%%.''''' \ ->'''''Powerful Build %lime%(1 point)%%.''''' \
Classes.WizardTransmuter . . . by ?: ''As in the '''Player's Handbook''''' except the Restore Life option now casts ''[[Spells/Resurrection | resurrection]]'' at 7th level, but only targeting a single creature, and the note about the Restore Youth option not extending the creature's lifespan has been removed.
Mechanics.Combat . . . by ?: If both attack roll results (or the single attack roll result if you had '__Advantage__' on the roll to cancel out the '__Disadvantage__') would have normally flourished, the attack is a critical hit. If the roll results are all critical hits, the attack deals maximum damage.
Mechanics.Precision . . . by ?: * '''Strength (Precision).''' Strength is used to apply extreme pressure on a small area, such as breaking a thick glass pane along an edge to prevent shattering the entire thing. * '''Dexterity (Precision).''' Dexterity is used to for deft sleight of hand, such as picking pockets, tying a knot, or planting an object on someone, as well as giving back massages.
Classes.WarlockCelestial . . . by ?: ''As in '''PHB 2024''''' ''As in '''PHB 2024''''' except Fundamental Arcanum instead of Magical Cunning. ''As in '''PHB 2024'''''
Classes.WarlockArchfey . . . by ?: Also at 6th level, you have learned how to navigate the fey courts safely, without falling victim to their tricks. Whenever you make a Charisma check, or an Insight check, when interacting with fey, your proficiency bonus is doubled if it applies to the check.
Feats.EldritchAdept . . . by ?: (:Description Gives two [[Classes/WarlockTalents | Warlock Eldritch Invocations]].:)
Feats.Healer . . . by ?: (:Description Gives proficiency or expertise in [[Mechanics/Medicine]] and lets you better stabilize and heal creatures with a healer's kit.:) * '''Skill Proficiency.''' You gain proficiency in the [[Mechanics/Medicine]] skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. * '''Battle Medic.''' As an '__Action__', you can spend one use of a healer's kit to tend to a creature and restore @@1d6 + your Intelligence or Wisdom Modifier@@ hit points to it, plus additional hit points equal to yours or the creature's maximum number of Hit Dice (whichever is higher). The creature can't regain hit points from this feat again until it finishes a '__Short or Long Rest__'.
Feats.Arcanist . . . by ?: (:Description Gives proficiency or expertise in [[Mechanics/Arcana]] and allows you to learn ''[[Spells/Prestidigitation | prestidigitation]]'', ''[[Spells/DetectMagic | detect magic]]'', and ''[[Spells/Identify | identify]]''.:) * '''Entry-Level Arcana.''' You learn the ''[[Spells/Prestidigitation | prestidigitation]]'' cantrip. You also learn the ''[[Spells/DetectMagic | detect magic]]'' and ''[[Spells/Identify | identify]]'' spells and can cast them once without expending mana. You regain the ability to do so when you finish a '__Long Rest__'. You can also cast these spells using mana if you can cast spells of that level, or as a ritual if it has the ritual tag. The spells' spellcasting ability is Intelligence.
Feats.AncestralExemplar . . . by ?: (:Description Allows you to select another Paragon Trait.:)
Feats.IronHero . . . by ?: (:Description Gives a bonus to AC against strong creatures, '__Advantage__' against creatures that down an ally, and can attempt to cancel a Legendary Action.:)
Feats.Chef . . . by ?: * '''Added''' 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. [[!Skill Feats]]
Mechanics.AnimalHandling . . . by ?: The '''Animal Handling''' skill is used whenever you attempt to understand animalistic behaviors or command and control beasts and other animal-like creatures. It can be equally useful in dealing with scared or defensive wild animals, or handling domestic animals, but is typically restricted to beasts and monstrosities without higher intelligence. Those that can speak with beasts still benefit from proficiency in Animal Handling, as the capacity to speak with them does not directly translate to a capacity to handle or command them due to the simplified manner in which they view the world.
Mechanics.Investigation . . . by ?: (:div class="introduction":) The '''Investigation''' skill is used to follow leads and discover information about creatures and topics, either through research, tailing tracks, or following up on information.. (:divend:) !!! Examples * '''Strength (Investigation).''' * '''Dexterity (Investigation).''' * '''Constitution (Investigation).''' Constitution is used to dig up clues for archaeology. * '''Intelligence (Investigation).''' Intelligence is used to research a topic from texts. * '''Wisdom (Investigation).''' Wisdom is used to follow physical tracks or tail others.
Mechanics.Insight . . . by ?: (:div class="introduction":) The '''Insight''' skill is used to deduce the truth and purpose of creatures, places, or objects, allowing you to sense the motives of an individual, or figure out what happened in an area based on the immediate surroundings. (:divend:) !!! Examples * '''Strength (Insight).''' * '''Dexterity (Insight).''' * '''Constitution (Insight).''' * '''Intelligence (Insight).''' Intelligence is used to figure out what happened to or the purpose of a person, place, or thing based on the immediate surroundings. * '''Wisdom (Insight).''' Wisdom is used to sense a creature's current motives and mental state.
Mechanics.Nature . . . by ?: The '''Nature''' skill is used to understand and interact with creatures, places, and objects associated with primal magic as well as to recall knowledge about terrain, plants and animals, the weather, natural cycles, or organizations that deal with nature. !!! Examples * '''Strength (Nature).''' * '''Dexterity (Nature).''' * '''Constitution (Nature).''' * '''Intelligence (Nature).''' Intelligence is used to recall lore and information about animals, plants, environments, druidic ways, and other related topics. * '''Wisdom (Nature).''' * '''Charisma (Nature).'''
Mechanics.Leadership . . . by ?: The '''Leadership''' skill is used to lead or command troops, inspire morale, and otherwise influence large groups of people through public speech or rallying crowds. !!! Examples * '''Strength (Leadership).''' * '''Dexterity (Leadership).''' * '''Constitution (Leadership).''' * '''Intelligence (Leadership).''' * '''Wisdom (Leadership).''' * '''Charisma (Leadership).'''
Mechanics.Religion . . . by ?: The '''Religion''' skill is used to understand and interact with creatures, places, and objects associated with the divine as well as to recall knowledge about religious rites, deities, prayers, church hierarchies, and various religious practices. !!! Examples * '''Strength (Religion).''' * '''Dexterity (Religion).''' * '''Constitution (Religion).''' * '''Intelligence (Religion).''' Intelligence is used to recall lore and information about deities, holy figures of the divine, prayers, religious practices, and other related topics. * '''Wisdom (Religion).''' * '''Charisma (Religion).'''
Mechanics.Medicine . . . by ?: The '''Medicine''' skill is used to call upon your knowledge to recall information about disease, stabilize creatures, and otherwise care for wounds or diseases. It's also useful in forensic investigation, as someone skilled in medicine can autopsy bodies and identify causes of death. !!! Examples * '''Strength (Medicine).''' * '''Dexterity (Medicine).''' * '''Constitution (Medicine).''' * '''Intelligence (Medicine).''' * '''Wisdom (Medicine).''' * '''Charisma (Medicine).'''
Mechanics.Deception . . . by ?: The '''Deception''' skill is used to convincingly hide the truth, either verbally or through your actions. The deception can encompass everything from misleading others through ambiguity or telling outright lies, or utilizing physical tricks to divert attention. !!! Examples * '''Strength (Deception).''' * '''Dexterity (Deception).''' * '''Constitution (Deception).''' * '''Intelligence (Deception).''' Intelligence is used to deceive through obfuscating critical facts or information the other individual may not know, or otherwise using your wit and knowledge to talk circles around a conversation partner so that they do not pick up on the fact they are being deceived. * '''Wisdom (Deception).''' * '''Charisma (Deception).''' Charisma is used to mask your tells so that you can say outright lies or purposely mislead someone's focus, thus hiding the truth from them.
Mechanics.Stealth . . . by ?: * '''Constitution (Stealth).''' Constitution is used when you need to maintain stealth by controlling your breathing or remaining entirely still, such as sitting invisible in a close-quarters closet or ensuring you don't give away your presence when invisible next to another individual. !!! Charisma
Mechanics.Resilience . . . by ?: (:title Resilience:) (:div class="introduction":) The '''Resilience''' skill is used to persevere through tedious, harsh, or uncomfortable situations. These situations can range in direness and intensity, but they may include withstanding torture, compelling oneself to push through an all-nighter, or over-consuming food to the point of bursting. (:divend:) !!! Examples * '''Strength (Resilience).''' Strength is used when someone needs to hold heavy items or strenuous positions for long amounts of time, such as holding a pull-up position or standing with a heavy book held out in one’s hand. * '''Dexterity (Resilience).''' Dexterity is used when someone might need to hold their bodies in uncomfortable or unnatural positions for an unreasonable amount of time, such as maintaining an uncomfortable stretched position. * '''Constitution (Resilience).''' Constitution is used when someone is trying to push their endurance past its reasonable physical limits, such as participating in an eating contest or sitting beneath the pounding of a thundering waterfall.
Mechanics.Society . . . by ?: (:title Society:) (:div class="introduction":) The '''Society''' skill is used when interfacing with governments or recalling knowledge about various societies, cultures, or expected mannerisms within any designated area. (:divend:) !!! Examples * '''Strength (Society).''' * '''Dexterity (Society).''' * '''Constitution (Society).'''
Mechanics.Convince . . . by ?: (:title Convince:) The '''Convince skill''' is used to get someone to do something through the application of appeals or threats, such as getting a meeting with a king, bartering for a better price on an item, or getting a soldier to help you in a conflict. !!! Examples * '''Strength (Convince).''' Strength is used when the appeal is done through raw physical strength, such as convincing someone of your capability by flexing your muscles or frightening someone by crushing a watermelon in your hand. * '''Dexterity (Convince).''' Dexterity is used when the appeal is done through flexibility and nimbleness, such as when trying to seduce someone by showing off the range of motion in one's body or otherwise sensual body language. * '''Constitution (Convince).''' Constitution is used when the appeal is done through endurance or raw stamina, such as undergoing lengthy assessments of one's ability or filibustering arguments. * '''Intelligence (Convince).''' Intelligence is used when the appeal is done through facts and logic, such as when laying out the exact repercussions of not taking up arms against a threat or detailing how easily one could be assassinated with the poor defenses they have erected. * '''Wisdom (Convince).''' Wisdom is used when the appeal is done through assessing someone's deep personal motives, aspirations, or insecurities and directly utilizing them emotionally to fabricate the appeal.
Classes.RogueAssassin . . . by ?: You become a master of instant death. When you attack and hit a creature that hasn't taken a turn in the combat yet, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack and any poisons on the attack against the creature. If the attack is a critical hit, you deal max damage.
Classes.RogueArcaneTrickster . . . by ?: In addition, you can use use your bonus action control the hand using your Cunning Action feature.
Classes.RangerGloomStalker . . . by ?: The psychic damage of your Dread Ambusher ability becomes 2d8. In addition, at the start of your turn, if it isn't the first turn of the combat, you can treat it like your first turn in the combat. You can use this benefit a number of times equal to your Ranger spellcasting ability modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Classes.SlayerFeyWanderer . . . by ?: '''''Original Source:''' PHB 2024'' ''As in '''PHB 2024''''' ''As in '''PHB 2024''''' except change Wisdom modifier to Slayer spellcasting ability modifier. ''As in '''PHB 2024''''' except the reaction ability also deals %psychic% 3d10 psychic damage.%% to the target as well. As a bonus action, you can teleport to a space you can see within 30 feet. When you do, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. You can use this ability a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a long rest.
Classes.SlayerBeastMaster . . . by ?: ''''''^3rd-level Beast Master feature^'''''' [[<<]] * Your companion uses your proficiency bonus in several places. 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, as well as to all ability checks and saving throws it makes. * Whenever you gain the Ability Score Improvement class feature, your animal companions do as well. They cannot gain feats from this ability. ''''''^6th-level Beast Master feature^'''''' [[<<]] Your companion's rigorous training has enabled them to master the battlefield. It gains the following benefits: *'''Improved Companion.''' Your companion can take the Dash, Disengage, Dodge, or Help action as a bonus action on its turn. *'''Inspired Saving Throws.''' While your companion can see you, it has '__Advantage__' on all saving throws. *'''Magical Attacks.''' The companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Classes.PaladinVengeance . . . by ?: At 20th level, you can assume the form of an angelic avenger. As a bonus action, you gain the following benefits for 1 minute:
Classes.AdeptShadow . . . by ?: You can use your focus to duplicate the effects of certain spells. As an '__Action__', you can spend '''2 focus''' to cast ''[[Spells/Darkness | darkness]], [[Spells/MirrorImage | mirror image]], [[Spells/PassWithoutTrace | pass without trace]]'', or ''[[Spells/Silence | silence]]'', without providing material components. Additionally, you learn the ''[[Spells/MinorIllusion | minor illusion]]'' cantrip if you don't already know it. While Darkness or Silence persist, you can move the area of Darkness or Silence to a space within 60 feet of yourself at the start of each of your turns.
Classes.AdeptMercy . . . by ?: You can use these benefits a total number of times equal to your Discipline ability modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Classes.AdeptFourElements . . . by ?: '''''Casting Elemental Spells.''''' Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. You can spend additional focus to increase the level of an elemental discipline spell that you cast. The spell's level increases by 1 for each additional focus you spend. Your Discipline ability is your spellcasting ability for these spells.
Classes.AdeptOpenHand . . . by ?: When you spend a hit die to recover hit points, you recover additional hit points equal to your Discipline ability modifier (minimum 1). When you spend a hit die to recover focus, you recover additional focus equal to half your Discipline ability modifier (minimum 1).
Classes.DruidStars . . . by ?: You can use multiple uses of this ability to cast these spells at a higher level, up to the maximum level of spell you can cast.
Spells.ArmorOfAgathys . . . by ?: (:CastingTime: 1 bonus action:) *'''''Altered''''' cast time to 1 bonus action.
Spells.FalseLife . . . by ?: ->'''Effect.''' You gain @@2d4 + your spellcasting ability modifier@@ temporary hit points. ->'''''At Higher Level.''''' You gain '''3d4 additional temporary hit points''' for each slot level above 1st. *'''''Increased''''' base temp HP to 2d4 and upcast to 3d4.
Classes.ClericLight . . . by ?: As a '__Magic Action__', you can cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have '__Disadvantage__' on saving throws against your ''Radiance of the Dawn'' and any spell that deals %fire%fire%% or %radiant%radiant damage%%. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Classes.ClericLife . . . by ?: Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Classes.BardValor . . . by ?: You can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
Classes.BarbarianBerserker . . . by ?: Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Classes.Sorcerer . . . by ?: Choose another option from the Manifestation class feature. You gain the benefits from it and the associated Explosive Manifestation.
Classes.RogueEnforcer . . . by ?: Starting at 3rd level, your expertise at inflicting pain allows you to bring the pain with weapons of any size. Your Sneak Attack and Improved Critical can be used with any weapons, but if they are not finesse or ranged weapons, the extra dice from sneak attack is halved (rounded down) unless that creature is frightened of you.
Feats.RighteousHeritor . . . by ?: * '''Added''' You have resistance to radiant damage. [[!Combat Feats]]
Feats.EverybodysFriend . . . by ?: *'''Diplomat.''' If you spend 1 minute talking to a creature who can understand what you say, you may make a Charisma (Persuasion) with a DC equal to the creature’s passive Wisdom (Insight) score. On a success, the creature is non-magically charmed by you for 1 hour. The charm ends early if you or your allies harm the creature. The creature is immune to this ability for 24 hours if you fail the check or if the charm ends early. [[!Skill Feats]]
Feats.QuickFingered . . . by ?: *'''Cunning Action: Fast Hands.''' You can use a bonus action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. [[!Skill Feats]]
Feats.Observant . . . by ?: *'''Keen Observer.''' You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. [[!Skill Feats]]
Feats.Prodigy . . . by ?: * '''Added''' You may select an adventuring talent from any class and immediately learn that talent. It does not count against the number of talents you know. If the talent has any prerequisites you must fulfill them, and whenever you level up, you may replace this talent with a different one. [[!Skill Feats]] [[!Talent Feats]]
Feats.Historian . . . by ?: *'''Scholarly Lore.''' When you make an Intelligence (History) check and roll a 20 on the check, you gain a flash of insight on the topic, gaining the benefits of casting legend lore on the subject of the roll. Once you do, you can't do so again until you finish a long rest. [[!Skill Feats]]
Feats.Athlete . . . by ?: *'''Jumping.''' You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet, and you have advantage on any ability check you make while jumping. [[!Skill Feats]]
Feats.Actor . . . by ?: * '''Added''' While performing, you can try to distract one creature you can see who can see and hear you. Make a Charisma (Performance) check with a DC equal to the creature's passive Wisdom (Insight) score. If your check succeeds, you grab the creature's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. [[!Skill Feats]]
Feats.Skilled . . . by ?: ''As in the '''Player's Handbook''''', except you get 2 tools if you opt not to get a skill proficiency. [[!Skill Feats]]
Classes.WizardWarMage . . . by ?: (:title Wizard: War Mage:) '''''Original Source:''' Xanathar's Guide to Everything'' !! Arcane Deflection ''''''^2nd-level War Mage feature^'''''' [[<<]] You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your '__Reaction__' to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. !! Tactical Wit ''''''^2nd-level War Mage feature^'''''' [[<<]]
Classes.WizardSynergeticist . . . by ?: The hammerspace can hold a number of pounds equal to @@100 x your proficiency bonus@@, with a functionally unlimited amount of volume. Retrieving an item from hammerspace requires an action.
Classes.WizardOnomancer . . . by ?: You can magically compel a creature to divulge its true name. As a '__Bonus Action__', you target one creature you can see within 60 feet of you. The target must make a '''Wisdom saving throw''' against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again. On a failed save, the target is [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you until the end of your next turn, and you mentally learn the charmed target’s name or the fact that the target lacks a name. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a '__Long Rest__'.
Classes.WizardNecromancer . . . by ?: When you cast ''[[Spells/AnimateDead | animate dead]]'', ''[[Spells/CreateUndead | create undead]]'', or ''[[Spells/DanseMacabre | danse macabre]]'', you can target one additional corpse or pile of bones, creating another undead creature, as appropriate. You have resistance to %necrotic% necrotic damage,%% and your hit point maximum, Strength, Dexterity, and Constitution scores can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Classes.WizardMagister . . . by ?: The blood of the highborne flows within you, and the legacy of the great elven mages of the past compels you to greatness. You gain a bonus to spell attack rolls and to the saving throw DCs of your Wizard spells equal to half your proficiency bonus (rounded down). This bonus stacks with similar bonuses from magic items to a maximum of +3. Your attunement to magic can carry you to great heights of spellcasting. When you take this tradition, you gain 2 additional mana, and you gain an additional mana for every level you take in this class. You gain a bonus to Constitution saving throws equal to your Intelligence modifier (minimum 1). You can dominate laws of the universe to bring order to the chaos. When you Enhance a spell, you may alter the spell in two ways, instead of one. Arcane magic bends to your whims. You may Enhance a spell a number of times equal to your Intelligence modifier.
Classes.WizardGraviturgist . . . by ?: When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your '__Reaction__' to roll a d10. Add your Intelligence modifier to the number rolled, and reduce the damage by that total. If the damage is reduced to 0, the attack becomes a miss.
Classes.Minstrel . . . by ?: When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure. You don't benefit from this feature if you are Incapacitated.
Mechanics.Conditions . . . by ?: (:div class="feature":) !!! Surprised [[#surprised]] When you are [[Mechanics/Conditions#surprised | %condition%Surprised%%]], you experience the following effects: * '''Back Foot.''' You have '__Disadvantage__' on Initiative rolls until the end of the combat. * '''Ending the Condition.''' While [[Mechanics/Conditions#surprised | %condition%Surprised%%]], you can take the Study action to make a DC 15 Wisdom (Perception) check. On a success, the condition ends.
Spells.ElementalWeapon . . . by ?: ->'''Target.''' One weapon. ->'''Effect.''' Choose one of the following damage types: %acid%acid%%, %cold%cold%%, %fire%fire%%, %lightning%lightning%%, or %thunder%thunder%%. For the duration, the weapon becomes a magic weapon and has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. The bonus to attack rolls can stack with enhancements from magic weapons, to a maximum of +3. ->'''''At Higher Levels.''''' * '''4th level:''' The bonus to attack rolls increases to +2 and the extra damage increases to 2d4. * '''6th level:''' The bonus increases to +3 and the extra damage increases to 3d4. * '''8th level or higher:''' The damage dice increase in size based on the level of the spell used: d6 at 8th level, d8 at 10th level, d10 at 11th level, and d12 at 12th level.
Spells.FireShield . . . by ?: ->''Thin and wispy flames wreathe your body.'' ->'''Effect.''' You shed bright light in a 10-foot radius and dim light for an additional 10 feet. Choose '''warm shield''' or '''cold shield''' when you cast the spell. The warm shield grants you resistance to %cold%cold damage%%, and the chill shield grants you resistance to %fire%fire damage%%. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts and takes %fire%2d8 fire damage%% (warm shield) or %cold%2d8 cold damage%% (cold shield). ->'''Special.''' You can end the spell early by using an '__Action__' to dismiss it. ->'''''At Higher Levels.''''' The damage the attacker takes increases by 1d8 for each slot level above 4th.
Spells.LightningArrow . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting or missing a target with a ranged weapon attack:) (:Duration: Instantaneous:) (:Source: PHB 2024 292:) ->As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. If you hit the target, it takes an extra 4d8 lightning damage from the attack. but on a miss, it still takes half of this extra damage. Then, the each creature within 10 feet of the target makes a Dexterity saving throw, taking 4d8 Lightning damage on a failed save or half as much damage on a successful one. ->The spell ends early if you cast it again or cast another smite spell, such as ''[[Spells/ShacklingSmite | shackling smite]]'' or ''[[Spells/EnsnaringStrike | ensnaring strike]]''. *''Changed'' activation to on hit and duration to instantaneous. Tweaks to how and when damage occurs.
Spells.ThunderousSmite . . . by ?: (:Duration: Instantaneous:) *''Changed'' bonus action to trigger on hit and duration to instantaneous
Spells.EnsnaringStrike . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:) ->As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. This spell only requires concentration while a creature is {+Restrained+} by the spell, but the spell ends early if you cast it again or cast another smite spell, such as ''[[Spells/ShacklingSmite | shackling smite]]'' or ''[[Spells/LightningArrow | lightning arrow]]''. ->While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. ->'''''At Higher Levels.''''' The damage increases by 1d6 for each slot level above 1st. *'''''Changed''''' bonus action to trigger on hit.
Spells.WrathfulSmite . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:) *Base damage is now 2d6 and deals necrotic damage. *'''''Changed''''' bonus action to trigger on hit, and damage to necrotic.
Spells.StaggeringSmite . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:) (:Source: PHB 2024 319:) ->As you hit the target, your weapon pierces both body and mind, and the attack deals an extra 5d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it is Stunned until the end of your next turn. *'''''Changed''''' bonus action to apply on hit.
Spells.ShacklingSmite . . . by ?: ->As you hit the target, your weapon emits a blast of cold air and the attack deals an extra %cold% 4d8 cold damage %% to the target. Additionally, the target must succeed on a Strength saving throw or be {+Chilled+} until the spell ends. While a creature is chilled in this way, they are {+Restrained+}. This spell only requires concentration while a creature is {+Chilled+} by the spell, but the spell ends early if you cast it again or cast another smite spell, such as ''[[Spells/BrandingSmite | branding smite]]'' or ''[[Spells/LightningArrow | lightning arrow]]''.
Spells.BrandingSmite . . . by ?: ->As you hit the target, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius, attack rolls against it have Advantage, and it can't become invisible until the spell ends. *''Updated'' wording and made bonus action trigger on hit.
Spells.BlindingSmite . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:)
Spells.BanishingSmite . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:)
Spells.WordOfRadiance . . . by ?: (:Source: PHB 2024 343 :) ->''As in '''PHB 2024''''' except damage also increases again at 23rd level and 28th level. * '''Changed''' target to fit emanation terminology.
Spells.WitchBolt . . . by ?: ->A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 lightning damage, and at the start of each of your turns for the duration, you deal 1d12 lightning damage to the target automatically. The spell ends if the target is ever outside the spell's range or if it has total cover from you. *'''''Increased''''' base damage to 2d10.
Spells.Wish . . . by ?: * '''Fixed''' some wording.
Spells.WindWalk . . . by ?: (:Source: PHB 2024 341, SRD:) ->You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. ->If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance. *'''Changed''' wording to 2024 version.
Spells.Weird . . . by ?: ->'''''At Higher Levels.''''' The damage increases by 1d10 for each slot level above 9th.
Spells.PhantasmalKiller . . . by ?: ->'''''At Higher Levels.''''' The damage increases by 1d10 for each slot level above 9th.
Spells.Web . . . by ?: (:Source: PHB 2024 340, SRD:) ->You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. ->If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. ->The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. ->A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
Spells.WaterWalk . . . by ?: ->'''Special.''' A creature submerged in a liquid while affected by this spell rises to the surface of the liquid at a rate of 60 feet per round. An affected target may take a Bonus Action to suppress or reactivate the spell, allowing them to sink into or quickly submerge from the liquid. *'''Added''' submerging ability.
Spells.WardingBond . . . by ?: ->This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws. Additionally, it takes half damage from all sources, and when it takes damage, you take the same amount of damage. This shared damage is not reduced by your own resistance. *'''Changed''' effect to split damage, not give resistance and share damage.
Spells.OrateText . . . by ?: (:CastingTime: 1 action:) ->'''Target.''' One piece of written text within range, such as a single book or a piece of parchment or one creature. -> When cast on a creature, when that creature communicates by signing, the meaning of their signs is vocalized in a language the creature knows. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or 5th level, the duration is 8 hours. When you cast this spell using a spell slot of 6th or 7th level, the duration is 24 hours if you target a creature, or until dispelled if you target an object. When you cast this spell using a spell slot of 8th level or higher, the duration is 10 days. *'''Changed''' cast to 1 action, and added the ability to translate sign language. Adjusted upcast accordingly.
Spells.Teleport . . . by ?: (:Source: PHB 2024 331, SRD:) ->This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. ->The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. ||! Table: Teleportation Outcome !|| ||Viewed once or Described ||01-43 ||44-53 ||54-73 ||74-100 || ->'''Familiarity.'''
Spells.Telekinesis . . . by ?: ->You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. ->'''Creature.''' You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. ->'''Object.''' You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range. ->If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.
Spells.HideousLaughter . . . by ?: ->One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. ->At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. ->'''''At Higher Levels.''''' You can target an additional creature for each slot level above 1st. [[!Arcane Warrior]] [[!Bard]] [[!Warlock]] [[!Wizard]]
Spells.Symbol . . . by ?: ->You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. ->The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. ->When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Hopelessness, Insanity, Pain, Sleep, or Stunning. Each one is explained below. ->'''Set the Trigger.''' You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. ->You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
Spells.SwiftQuiver . . . by ?: (:Source: PHB 2024 329:) ->When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows, Bolts, or bullets, such as a Longbow, Light Crossbow, or rifle. The spell magically creates the ammunition needed for each attack, which deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses. *'''Updated''' to new wording, allowed it to work with firearms.
Spells.MassSuggestion . . . by ?: (:Source: PHB 2024 296, SRD:) ->You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, "Walk to the village down that road, and help the villagers there harvest crops until sunset." Or you could say, "Now is not the time for violence. Drop your weapons, and dance! Stop in an hour." ->Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it. ->'''''At Higher Levels.''''' The range increases by 30 feet and the number of creatures you can affect doubles for each level above 6th. -> Changed to PHB 2024 versions, changed upcast to increase range and targets.
Spells.StormOfVengeance . . . by ?: ->A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for the duration. * '''Increased''' damage, changed deafened duration.
Spells.StinkingCloud . . . by ?: ->Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature is incapacitated. ->Creatures that don't need to breathe automatically succeed on this saving throw. *'''Added''' Added poisoned condition wording.
Spells.SpiritGuardians . . . by ?: -> Change to emanation wording, added damage choice, rather than alignment based.
Spells.SpeakWithPlants . . . by ?: ->You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
Spells.SpeakWithAnimals . . . by ?: *'''Changed''' to 2024 version, added caveat about working on beast-like creatures.
Spells.SleetStorm . . . by ?: (:Source: PHB 2024 317, SRD:) ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, you can increase the radius of the cylinder by up to 10 feet for each slot level above 3rd. -> Updated to new version, added Drenched and Chilled conditions.
Spells.Simulacrum . . . by ?: (:Source: PHB 2024 317, SRD:) ->You create a simulacrum of one creature that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. ->The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't learn, form long-term memories, or gain levels, and it can't take Short or Long Rests. ->If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. ->The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Spells.TruePolymorph . . . by ?: ->Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled, or until you use your action to end it.
Spells.Etherealness . . . by ?: ->'''Effect.''' You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane, and you remain in the Border Ethereal for the duration. During this time, you can move in any direction, but if you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. ->'''Ending the Spell.''' You can use your '__Action__' to dismiss the spell early. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take %force%force damage%% equal to twice the number of feet you are moved. ->'''Special.''' This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. ->'''''At Higher Levels.''''' You can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Spells.Dream . . . by ?: [deleted] ->This spell shapes a creature's dreams.
Spells.Sending . . . by ?: (:Source: PHB 2024 314, SRD:) ->'''Effect.''' You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. ->'''Special.''' The spell enables targets to understand the meaning of your message. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails. Other circumstances may block this message as well, such as being on other planes of existence, per the DM's discression. *'''''Changed''''' wording to 2024 version.
Spells.Seeming . . . by ?: (:Source: PHB 2024 314, SRD:) ->You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. ->You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. ->The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. ->A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Spells.RopeTrick . . . by ?: '''Components:''' {$:Components} ''(a segment of rope)'' [[<<]]
Spells.RayOfSickness . . . by ?: (:Source: PHB 2024 311:) *'''Poisoned''' condition happens automatically, upcast now 2d8 (from 1d8).
Spells.PurifyFoodAndDrink . . . by ?: ->You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the area of the spell doubles for each slot level above 1st. *'''Changed''' to new PHB version, improved upcasting option to double the area.
Spells.PrismaticWall . . . by ?: ->'''''At Higher Levels.''''' The damage of damaging layers deal an additional 2d6 damage, the wall's length or height increases by 30 feet, or its diameter increases by 10 feet, and the damage threshold to dispel layers destroyed by damage increases by 10 for each slot level above 9th. * '''Increased''' layer damage to 12d6, improved upcast.
Spells.PrismaticSpray . . . by ?: ->'''1-Red.''' The target takes 12d6 fire damage on a failed save, or half as much damage on a successful one. ->'''2-Orange.''' The target takes 12d6 acid damage on a failed save, or half as much damage on a successful one. ->'''3-Yellow.''' The target takes 12d6 lightning damage on a failed save, or half as much damage on a successful one. ->'''4-Green.''' The target takes 12d6 poison damage on a failed save, or half as much damage on a successful one. ->'''5-Blue.''' The target takes 12d6 cold damage on a failed save, or half as much damage on a successful one.
Spells.ProtectionFromEvilAndGood . . . by ?: '''Components:''' {$:Components} ''(a drop from a flask of holy water worth 25gp)'' [[<<]] ->'''''At Higher Levels.''''' You can target an additional creature for each spell slot above 1st. *'''Added''' material component.
Spells.ProduceFlame . . . by ?: * '''Combined''' with Create Bonfire, added to Artificer list.
Spells.PowerWordHeal . . . by ?: ->A wave of healing energy washes over a creature you can see within range. The target regains all its Hit Points. Any conditions, diseases, and curses on the target are also ended, and you may end any number of spells of your choice that are affecting the creature if Dispel Magic, Remove Curse, or Restoration can remove them. If the creature has the Prone condition, it can use its reaction to stand up.
Spells.PlantGrowth . . . by ?: (:CastingTime: 1 action (Overgrowth) or 8 hours (Enrichment):) (:Source: PHB 2024 305, SRD:) ->This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. ->'''Overgrowth.''' Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. ->'''Enrichment.''' All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the radius of Overgrowth increases to 300-feet and the radius Enrichment increases to 2 miles. When you cast this spell using a spell slot of 9th level or higher, the radius of Overgrowth increases to 600-feet and the radius of Enrichment increases to 5 miles.
Spells.PhantasmalForce . . . by ?: (:Source: PHB 2024 304:) ->''As in the '''2024 Player's Handbook''''' with the following added: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, the damage the phantasm can deal increases by 1d8 for each slot level above 2nd. *'''Changed''' to new PHB wording, increased upcasting damage accordingly.
Spells.IrresistibleDance . . . by ?: ->One creature that you can see within range must make a Wisdom saving throw. Regardless of the result, the target is Charmed for the duration. While Charmed in this way, it dances comically, during which it must spend all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. ->On a successful save, it is Charmed in this way until the end of its next turn, after which the spell ends for that target. On a failed save, the target is instead Charmed until the spell ends. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success. ->'''''At Higher Levels.''''' You can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Spells.FreezingSphere . . . by ?: ->'''''At Higher Levels.''''' The damage increases by 3d6 for each slot level above 6th.
Spells.MagicAura . . . by ?: ->With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. ->'''Mask (Creature).''' Choose a creature type other than the target's actual type. Spells and other magical effects that detect creature types treat the target as if it were a creature of the chosen type, such as Detect Evil and Good, Divine Sense, or the trigger of a ''[[Spells/Symbol | symbol]]'' spell. Spells and other magic effects that affect specific types of creatures, such as holy water, Divine Smites, or Slaying weapons, still affect the creature as if they were their true creature type, which may reveal this spell's deception. ->'''False Aura (Object).''' You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose. *'''Updated''' wording w/ parts of 2024 book, but clarified Mask so that it does not actually change your creature type.
Spells.MagnificentMansion . . . by ?: ->You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. ->Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. ->You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. ->A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. ->When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.
Spells.FaithfulHound . . . by ?: ->You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 300 feet away from it. ->On your later turns, you can take a Magic action to move the hound up to 40 feet. *'''Increased''' the distance the hound can be from you to 300 feet from 100, and added the ability to move it as an action.
Spells.MeteorSwarm . . . by ?: ->A creature that takes 40 or more damage from the spell is knocked prone. A creature that takes 80 or more damage is also stunned until the end of its next turn.
Spells.MindSpike . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except the base damage is 3d8. >Increased base damage to 3d8.
Spells.Maze . . . by ?: ->The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. (a minotaur or goristro demon automatically succeeds). ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 9th level or higher, the DC of the Intelligence check to escape the maze increases by 2 for each slot level above 8th. *'''Changed''' ability check to be Investigation, increased upcast.
Spells.Suggestion . . . by ?: (:Source: PHB 2024, SRD:) ->You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return." ->The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it. *'''Adjusted''' wording to be new version.
Spells.MassHealingWord . . . by ?: ->As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 3d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. *'''''Altered''''' baseline healing to 3d4 from 2d4.
Spells.MassHeal . . . by ?: ->A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded, deafened, poisoned, or silenced. This spell has no effect on undead or constructs.
Spells.MagicCircle . . . by ?: ->'''''At Higher Levels.''''' The duration increases by 1 time increment for each slot level above 3rd (8 hours at 4th level, 24 hours at 5th level, 10 days at 6th level, 30 days at 7th level, 1 year at 8th level, until dispelled at 9th level). *'''Improved''' upcasting to last longer.
Spells.UnearthlyChorus . . . by ?: * '''3rd or 4th level:''' The duration is '''1 hour''', and the style of music can be changed at will (no action required). * '''5th level:''' You can instead anchor the spell to a point you touch. When you cast the spell in this way, it doesn't require concentration, you only gain '__Advantage__' when creatures can hear the music, and you can only use the '__Bonus Action__' while within 30 feet of the point you touch. * '''6th level:''' The duration is 24 hours. * '''7th level:''' The duration is 30 days. * '''8th level:''' The duration is 1 year. * '''9th level:''' The spell lasts until it is dispelled.
Spells.EncodeThoughts . . . by ?: ->''As in '''Guildmaster's Guide to Ravnica''''' except they can now be read by anyone if they use their Action, and with the following improvements with level:
Spells.Resurrection . . . by ?: *'''7th level or higher:''' You may forgo additional targets to instead empower the spell further. You may target the corpse of a dead creature that has been dead for no more than a century, and a successful resurrection returns the target to life with all its hit points and restores any missing body parts. However, casting this spell to restore life to a creature that has been dead for one year or longer taxes you, and until you finish a '__Long Rest__', you can't cast spells and you have '__Disadvantage__' on all attack rolls, ability checks, and saving throws. When empowered in this way, the spell consumes a diamond worth 1000 gp instead of 500 gp.
Spells.LocateTarget . . . by ?: (:title Locate Target:) (:Source: Combined:) ->'''Effect.''' Describe or name an object that is familiar to you, including a specific object as long as you have seen it within 30 feet of you at least once. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. If you name a kind of object, such as a specific tool or piece of furniture, the spell locates the nearest object of that type. ->'''Special.''' This spell can't locate a target if any thickness of lead, even a thin sheet, blocks a direct path between you and the target or if running water at least 10 feet wide blocks a direct path between you and the target. If the target is in a different form or otherwise masked, this spell does not locate it. ->'''''At Higher Levels.''''' *'''4th level or higher:''' The duration is concentration up to 1 hour. You can also choose to locate a creature instead of an object. *'''6th level or higher:''' The duration is 8 hours and no longer requires your concentration. The target can be within 1 mile of you. *'''8th level or higher:''' The duration is 24 hours. The target can be within 5 miles of you.
Spells.LocateResources . . . by ?: (:title Locate Resources:) ->'''Effect.''' Describe or name a specific kind of beast, plant, or natural resource such as "Bear," "Wheat," or "Clay". You learn the direction and distance to the closest creature, plant, or other natural resource of that kind within 5 miles, if any are present. ->'''''At Higher Levels.''''' The range of the detection of the spell increases by 5 miles for each spell level above 2nd. *'''''Altered''''' from ''locate animals or plants'' to include all natural resources.
Spells.DominatePerson . . . by ?: *'''12th level or higher:''' The duration is 8 hours and no longer requires concentration.
Spells.HoldPerson . . . by ?: ->'''''At Higher Levels.''''' *'''3rd level or higher:''' You can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. *'''5th level or higher:''' You may instead target one creature of any type within range. You may target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. *'''''Combined'''''' ''hold person'' and ''hold monster''
Spells.CharmCreature . . . by ?: (:title Charm Creature:) ->'''Failure.''' The target is [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you until the spell ends or until you or your companions do anything harmful to it. The [[Mechanics/Conditions#charmed | %condition%Charmed%%]] creature is Friendly to you. ->'''''At Higher Levels.''''' *'''2nd level or higher:''' You can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them. *'''4th level or higher:''' You may instead target one creature of any type within range. You may target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. *'''''Combined''''' ''charm person'' and ''charm monster''
Spells.ComprehendLanguages . . . by ?: ->'''''At Higher Levels.''''' *'''3rd or 4th level:''' The duration is 8 hours. *'''5th or 6th level:''' The duration is 24 hours. *'''7th or 8th level:''' The duration is 30 days. *'''9th level or higher:''' The spell lasts until dispelled.
Spells.Nondetection . . . by ?: ->'''''At Higher Levels.''''' *'''6th level or higher:''' The duration increases to 1 week. *'''9th level or higher:''' The spell lasts until dispelled.
Spells.HealingWord . . . by ?: ->'''Target.''' One creature of your choice that you can see within range. ->'''Effect.''' The target regains hit points equal to @@2d4 + your spellcasting ability modifier@@. ->'''Special.''' This spell has no effect on undead or constructs. ->'''''At Higher Levels.''''' The healing increases by 2d4 for each slot level above 1st.
Spells.ConeOfCold . . . by ?: ->''A blast of cold air erupts from your hands.'' ->'''Target.''' Each creature in a 60-foot cone. ->'''Saving Throw.''' Targets make a Constitution saving throw. ->'''Failure.''' %cold%6d8 cold damage%% ->'''Success.''' Half as much damage. ->'''Special.''' A creature killed by this spell becomes a frozen statue until it thaws. ->'''''At Higher Levels.''''' The damage increases by 2d8 for each slot level above 5th.
Spells.AcidSplash . . . by ?: ->'''Saving Throw.''' Targets make a Dexterity saving throw.
Spells.FreedomOfMovement . . . by ?: ->'''Target.''' One willing creature. ->'''Effect.''' For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be [[Mechanics/Conditions#paralyzed | %condition%Paralyzed%%]] or [[Mechanics/Conditions#restrained | %condition%Restrained%%]]. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it [[Mechanics/Conditions#grappled | %condition%Grappled%%]]. Finally, being underwater imposes no penalties on the target's movement or attacks. ->'''''At Higher Levels.''''' *'''6th level or higher:''' The duration is 8 hours. *'''8th level or higher:''' The duration is 24 hours.
Spells.DetectMagic . . . by ?: ->'''''At Higher Levels.''''' * '''3rd or 4th level:''' The duration is 1 hour. * '''5th or 6th level:''' The duration is 8 hours. * '''7th or 8th level:''' The duration is 8 hours, but the range within which you can sense things is expanded to be within 100 feet of you. * '''9th level or higher:''' The range within which you can sense things is expanded to be within 300 feet of you.
Spells.Jump . . . by ?: ->'''Target.''' One creature. ->'''Effect.''' The creature's jump distance is tripled until the spell ends. ->'''''At Higher Levels.''''' You can target an additional creature for each slot level above 1st.
Characters.Examples . . . by ?: (:pagelist fmt=#title name=AratorWindrunner,GilveradinWindrunner,Liiraluma,Remnii,Seria,TolvasMoonshadow,UtherMenethil,VelameestraWindrunner:)
Spells.EnhanceVision . . . by ?: ->'''''At Higher Levels.''''' *'''3rd level or higher:''' The range of the darkvision increases by 30 feet for each slot level above 2nd. *'''4th level or higher:''' Within its darkvision, the target can see the true form of any shapechanger or creature concealed by illusion or transmutation magic. *'''6th level or higher:''' Within its darkvision, the target has truesight. *'''8th level or higher:''' Within its darkvision, the target can automatically tell if a creature is possessed by a creature such as a ghost, or if a creature that can affect, control, or exert influence is hiding in the creature, such as a parasite or intellect devourer, and it can use its '__Action__' to see through solid objects within its darkvision for 1 minute or until their concentration ends (as if they were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Spells.TinyHut . . . by ?: (:Range: Self :) (:Source: 2024 PHB 291, SRD:) ->A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. ->Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it. ->The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside. ->The spell ends early if you leave the Emanation or if you cast it again.
Spells.Fireball . . . by ?: ->'''Delayed Blast.''' Alternatively, you can condense the energy at the point and begin concentrating on the spell for the duration. When the spell ends, the energy explodes in the same 20-foot-radius-sphere and each creature in that area is subject to the Dexterity saving throw. The base damage of the explosion is %fire%6d6 fire damage%%, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing energy before the spell ends, that creature must make a Dexterity saving throw, and on a failed save, the spell ends and the energy explodes. On a successful save, the creature can throw the energy up to 40 feet. If the thrown energy enters a creature's space or collides with a solid object, the spell ends and the energy explodes.
Spells.SecretChest . . . by ?: ->After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.. ->'''''At Higher Levels.''''' If you cast this spell using a spell slot of 5th level or higher, the length of time the chest can exist without there being a risk of it being trapped in the Ethereal Plane increases by 30 days per slot level above 4th.
Spells.InsectPlague . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d10 for each slot level above 5th.
Spells.IncendiaryCloud . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 9th level or higher, the radius of the spell increases by 10 feet and the damage increases by 2d8 for each slot level above 8th.
Spells.Imprisonment . . . by ?: '''Components:''' {$:Components} ''(a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 5000 gp)'' [[<<]]
Spells.IllusoryScript . . . by ?: ->You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. ->If the spell is dispelled, the original script and the illusion both disappear. ->A creature that has Truesight can read the hidden message.
Spells.Identify . . . by ?: ->'''Effect.''' If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Spells.IceKnife . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except it now deals half damage on a successful save. *'''''Added''''' half damage on a save.
Spells.HuntersMark . . . by ?: ->You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Investigation, Perception, and Survival checks you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the damage die becomes 1d8. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the damage die becomes 1d10. '''Damage''' increases with upcast. Works on Investigation checks now too.
Spells.HolyAura . . . by ?: (:Range: Self (30-foot emanation):) ->For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
Spells.Hex . . . by ?: '''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the extra damage increases to 2d8. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the extra damage increases to 3d8.
Spells.Heroism . . . by ?: (:Source: PHB 2024 285, SRD:) ->A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. ->'''''At Higher Levels.''''' You can target one additional creature for each spell slot level above 1st.
Spells.HeroesFeast . . . by ?: (:Range: Self (10-foot cube:) ->You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. ->A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points. *'''Changed''' immunity to poison damage to resistance.
Spells.Heal . . . by ?: ->Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 120 hit points. This spell also ends the Blinded, Deafened, Poisoned, or Silenced conditions and removes any diseases affecting the target. This spell has no effect on constructs or undead. *'''Increased''' base healing and upcast healing, and added Poisoned and Silenced to the cured conditions.
Spells.Haste . . . by ?: ->'''Special.''' When the spell ends, the target is dazed until after its next turn, as a wave of lethargy sweeps over it. *'''Changed''' crash effect to be the Dazed condition.
Spells.Harm . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. *'''Increased''' upcasting damage to 3d6.
Spells.MirageArcane . . . by ?: ->You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. ->The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. f the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an '''Intelligence (Investigation) check''' against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Spells.Hallow . . . by ?: ->You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects. ->'''Hallowed Ward.''' Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area. ->'''Extra Effect.''' You bind an extra effect to the area from the list below: ->'''Courage.''' Creatures of any types you choose can't gain the Frightened condition while in the area. ->'''Darkness.''' Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.
Spells.GuardianOfFaith . . . by ?: ->The Guardian can be targeted and affected by spells and attacks that can harm creatures. It has an AC of 20, uses your saving throws, and has resistance to all damage. When it would take damage, reduce the amount of damage it can deal by an amount equal to the damage it would have taken. Then, the creature that dealt the damage must save against the spell as if they had moved within 10 feet of it.
Spells.GreaterInvisibility . . . by ?: ->'''Effect.''' A creature you touch becomes '__Invisible__' until the spell ends.
Spells.GraspingVine . . . by ?: (:Range: 60 feet:) ->''As in the '''Player's Handbook 2024''''' : *'''Changed''' to PHB 2024 version.
Spells.Goodberry . . . by ?: ->Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use a bonus action to eat one berry, or an action to feed it to another creature within 5 feet of it. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. However, if a creature eats more than five berries in 1 hour, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1d4 hours.
Spells.GlyphOfWarding . . . by ?: ->'''Set the Trigger.''' You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
Spells.SummonBeast . . . by ?: ->'''Effect.''' You call forth a bestial spirit. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, Sea, Hive, Tunnels, or Web. The creature resembles an animal of your choice that is native to the chosen environment, which determines the Bestial Spirit stat block it uses. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its Move to avoid danger.
Spells.CharmPerson . . . by ?: ->'''Target.''' One humanoid you can see within range. ->'''Saving Throw.''' Target makes a Wisdom saving throw, and does so with '__Advantage__' if you or your companions are fighting it. ->'''Failure.''' The target is [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you until the spell ends or until you or your companions do anything harmful to it. The [[Mechanics/Conditions#charmed | %condition%Charmed%%]] creature regards you as a friendly acquaintance. ->'''Success.''' No effect. ->'''Special.''' When the spell ends, the creature knows it was [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you. ->'''''At Higher Levels.''''' You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Spells.ChromaticOrb . . . by ?: ->'''Target.''' One target within range. ->'''Attack Roll.''' Ranged spell attack. ->'''Hit.''' 3d8 %acid%acid%%, %cold%cold%%, %fire%fire%%, %lightning%lightning%%, %poison%poison%%, or %thunder%thunder%% damage (your choice when you cast the spell). ->'''Special.''' If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the first target. Make an attack roll against the new target, and make a new damage roll with one less d8. You may choose a new damage type for this roll. The orb can continue to leap until there is no longer a valid target, the attack roll misses, or there are no matching numbers on the d8s.
Spells.Bane . . . by ?: ->'''''At Higher Levels.''''' You can target one additional creature for each slot level above 1st.
Spells.Bless . . . by ?: ->'''''At Higher Levels.''''' You can target one additional creature for each slot level above 1st.
Spells.AnimalFriendship . . . by ?: ->'''Special.''' If the beast's Intelligence is 4 or higher, the spell fails. If you or one of your companions harms the target, the spell ends.
Spells.Barkskin . . . by ?: *'''Armor Class.''' The target's AC is 17, and it can't be reduced below this number. It can benefit from a shield with this armor class, but not its Dexterity modifier.
Spells.GaseousForm . . . by ?: ->You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to bludgeoning, piercing, and slashing damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
Templates.StatArray . . . by ?: (:div class="stat-array-container" style="flex-wrap:wrap;":)
Spells.Forcecage . . . by ?: '''Components:''' {$:Components} ''(ruby dust worth 1,500 gp, which the spell consumes)'' [[<<]]
Spells.FlameStrike . . . by ?: ->A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 5d6 fire damage and 5d6 radiant damage on a failed save, or half as much damage on a successful one. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the fire damage and the radiant damage increases by 1d6 for each slot level above 5th.
Spells.FireStorm . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
Spells.FingerOfDeath . . . by ?: ->You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 10d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage dies. *'''Increased''' base damage and added instant kill if it reduces you to 0 HP.
Spells.BlackTentacles . . . by ?: ->creature restrained by the tentacles can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself.
Spells.Enthrall . . . by ?: ->You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has a -10 penalty to Perception checks and passive Perception until the spell ends. The spell ends early if you are incapacitated or can no longer speak.
Spells.Entangle . . . by ?: ->A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make an Strength (Athletics) check against your spell save DC. On a success, it frees itself.
Spells.DetectThoughts . . . by ?: ->You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. ->'''Sense Thoughts.''' You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. ->The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. ->'''Read Thoughts.''' Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing. ->As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Spells.Demiplane . . . by ?: ->'''Special.''' When the spell ends, the door disappears, and any objects inside the demiplane remain there. Each creature inside also remains unless you decide to teleport them through the door as it vanishes, appearing in the unoccupied spaces closest to the door's former space. If you cast this spell while on a demiplane, you may instead connect it to the last non-demiplane location you were in.
Spells.Daylight . . . by ?: ->A 60-foot-radius sphere of sunlight spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. ->If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object in a 60-foot emanation. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the sunlight. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, radius of the light increases by 30 feet for each spell level above 3rd. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled. If any of the spell’s area overlaps with an area of darkness created by a spell equal to or lower than the spell slot used to cast daylight, the spell that created the darkness is dispelled. *'''Added''' Sunlight, Emanation wording, and improved upcast.
Spells.Contagion . . . by ?: ->Whenever the target receives an effect that would end the Poisoned condition or remove the disease, the target must succeed on a Constitution saving throw, or the condition doesn't end on it.
Spells.ConjureWoodlandBeings . . . by ?: ->'''Combat.''' You summon nature spirits that flit about you for the duration. Until the spell ends, each creature you choose that enters a space within 10 feet of you for the first time on a turn or starts its turn there must make a '''Dexterity saving throw''', taking %radiant%5d8 radiant damage%% on a failed save or half as much damage on a successful one. In addition, you can take the '__Disengage__' action as a '__Bonus Action__' for the spell's duration.
Spells.ConjureVolley . . . by ?: ->You brandish the weapon used to cast this spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley from above and then disappear. Each creature of your choice in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. *'''Added''' friendly fire avoidance, reduced damage to 6d8, but increased upcasting to 2d8 per level.
Spells.ConjureElemental . . . by ?: ->'''Combat.''' You summon an Elemental spirit that fills a 10-foot Cube within range. The spirit lasts for the duration and is composed of air, earth, fire, or water (your choice) when you cast this spell. Once per turn, when a creature hostile to you Moves within 5 feet of the spirit or starts its turn there, you can make a melee spell attack against that creature. On a hit, the target takes 4d8 damage of a type determined by the spirit’s element: Bludgeoning (earth), Cold (water), Fire (fire), or Lightning (air). If the target is a Large or smaller creature, it is also pulled into the Cube and has the Restrained condition. At the start of each of its turns, the target must make a Strength saving throw against your spell save DC. On a success, the target frees itself. On a failure, the target takes 4d8 damage of the same type as the spell attack. The spirit can have only one creature restrained at a time.
Spells.ConjureCelestial . . . by ?: ->'''Combat.''' You summon the protective presence of a Celestial spirit, which manifests as a pillar of divine light that shines in a 10-foot-radius, 40-foot high cylinder centered on a point within range. Until the spell ends, Bright Light fills the cylinder, and when you Move on your turn, you can also move the cylinder up to 40 feet. When the cylinder appears in the creatures space or moves into it, or when a creature enters the cylinder or ends its turn there, you can bathe that creature in one of the following lights once per turn: * '''Searing Radiance.''' The creature must make a '''Dexterity saving throw''', taking %radiant%6d12 radiant damage%% on a failed save, or half as much damage on a successful one.
Spells.CompelledDuel . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the range the target can move away from you decreases by 5 feet for every two slot levels above 1st (25ft at 3rd level, 20ft at 5th level, 15ft at 7th level, etc.). If the creature is outside this new range, it must move to within the new range on its turn. If it cannot, it must move as close as possible.
Spells.CommuneWithNature . . . by ?: *Major terrain *Major landmarks *Most prevalent type of one of the following: plants, minerals, Beasts, or peoples *The location of one CR 10+ Aberration, Celestial, Elemental, Fey, Fiend, or Undead *Portals and influence from other planes of existence *Buildings and settlements *'''Clarified''' facts learned by Commune with Nature.
Spells.CloudOfDaggers . . . by ?: (:Source: PHB 2024:) ->''As in the '''Player's Handbook 2024'''''
Spells.Clone . . . by ?: '''Components:''' {$:Components} ''(a diamond worth at least 1,000 gp, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)'' [[<<]] ->You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. ->If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere. *'''Clarified''' that the inch of flesh is an alternative to touching the creature.
Spells.BurningHands . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Spells.Blight . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Spells.ArcaneHand . . . by ?: ->The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. The hand doesn't fill its space. ->'''Clenched Fist.''' The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 5d8 force damage. ->'''Forceful Hand.''' The hand attempts to push a Huge or smaller creature within 5 feet of it in a direction you choose. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier, plus 5 more feet for every increment of 5 it failed the save by. The hand moves with the target to remain within 5 feet of it. ->'''Grasping Hand.''' The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand is grappling the target, you can use a bonus action to have the hand crush it, dealing 4d6 + your spellcasting ability modifier bludgeoning damage to it. ->'''Interposing Hand.''' The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target and any other attacks or effects that originate from its space or pass through it. A hostile creature can't move through the hand's space if its Strength score is less than or equal to your spellcasting ability score. If its Strength score is higher, it can move toward you through the hand's space, but that space is difficult terrain for the target.
Spells.Disintegrate . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 7th level or higher, the damage increases by 5d6 for each slot level above 6th.
Spells.AuraOfVitality . . . by ?: (:CastingTime: 1 action:) (:Source: PHB 2024:) -> An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd. *'''''Reverted''''' to the PHB 2024 version, but kept spell school change. Increased the upcast to be +1d6 per level.
Spells.AnimateObjects . . . by ?: ->'''''At Higher Levels.''''' If you cast this spell using a spell slot of 6th level or higher, you can increase the number of objects in the swarm by 4, increase the number of catapulted objects by 2, or increase the hit points of the object guardian by 10, armor class by 1, and damage of its Strike by 1d12 for each slot level above 5th. The size of the object you can permanently enchant using the 8 hour cast increases to Large with a 6th or 7th level spell slot, or Huge with an 8th or 9th level spell slot.
Spells.AntilifeShell . . . by ?: ->A shimmering barrier extends out from you in a 10-foot emanation for the duration, hedging out creatures other than undead and constructs. The barrier lasts for the duration.
Spells.MassPolymorph . . . by ?: *'''Changed''' a few details on what you retain and how it works on unwilling targets, and improved the upcast slightly.
Mechanics.FightingStyles . . . by ?: ->'''Protection.''' When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Feats.SpellSniper . . . by ?: (:Description Grants the Close-Quarters Shooter fighting style, doubles the range of spell attacks, and lets them ignore cover.:) *'''Bypass Cover.''' Your ranged spell attacks ignore half cover and three-quarters cover.
Maneuvers.Skirmisher . . . by ?: ||'''Deflect''' || 2 focus ||''''''^1st degree Skirmisher reaction^'''''' [[<<]] When you are wielding a melee weapon and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack. You gain this bonus to your AC against melee attacks until the start of your next turn. ||
Spells.Tsunami . . . by ?: (:CastingTime: 1 action:) *'''Changed''' casting time to 1 action.
Classes.ArcaneWarriorSpellshot . . . by ?: Beginning at 11th level, you can use your arrows to deliver your spells. Whenever you cast a spell, you may infuse the spell into a piece of ammunition by spending additional mana equal to half the level of the spell. The spell must affect other creatures, and must have a casting time of 1 action. Starting at 15th level, you can make your arrows incorporeal, allowing them to pass through solid objects. As a bonus action, spend 2 mana. For 1 minute, your ranged weapon attacks ignore cover, including total cover. This includes total cover, though a target behind total cover is likely to be unseen as well.
Classes.ArcaneWarriorSpellblade . . . by ?: Beginning at 7th level, you can weave swordplay and spellcraft together in dizzying combinations. Whenever you make a melee spell attack or a ranged spell attack, you may spend 1 extra mana to make a melee weapon attack with a weapon instead, provided the target is within range of your weapon. If the melee weapon attack hits, the spell hits as well. Starting at 11th level, you can cast ''haste'' on yourself by spending 3 mana. When cast in this manner, the duration is 5 rounds, but does not require concentration.
Classes.ArcaneWarriorRitualist . . . by ?: Beginning at 7th level, you can speed up your ritual magic. Whenever you cast a spell as a ritual, you can choose to expend mana equal to half the spell's level (minimum 1) instead of increasing the casting time. For the duration, the item becomes magical if it wasn't already magical, and confers a +1 bonus for every 1 mana you spend during the ritual (with a maximum of +3) to attack and damage rolls (if a weapon) or to AC (if a shield or suit of armor). If it is a magic item that already has a bonus, the bonuses are additive, to a maximum of +3. Starting at 15th level, you no longer have to concentrate while ritual casting. Additionally, when you cast a ritual spell with a duration other than instantaneous, you can spend mana equal to half the spell's level. If you do, and the duration is less than 24 hours, it becomes 24 hours. Additionally, if the spell requires concentration, it no longer requires concentration.
Classes.ArcaneWarriorAegis . . . by ?: Starting when you select this tradition at 3rd level, you can reduce the impact of incoming attacks. Whenever you are hit by an attack while wielding a shield and while benefiting from your Arcane Deflection ability, you can expend 1 mana to reduce the damage you take by an amount equal to your Intelligence modifier (minimum 1) plus your shield's AC bonus. Starting at 7th level, you have learned how to absorb energy with your shield. Whenever you take acid, cold, fire, lightning, or thunder damage while holding a shield, you can use your reaction and spend 2 mana to gain resistance to the triggering damage type as long as you aren't incapacitated. You retain this resistance as long as you are holding your shield or until you use this ability again. Beginning at 11th level, attacking you becomes dangerous. Whenever a creature misses you with a melee attack while you're wielding a shield, you can use your reaction and expend 1 mana to blast the attacker with energy. The attacker takes 2d8 force damage and must make a Strength saving throw against your spell save DC. On a failed save, the creature is either pushed 10 feet away from you or knocked prone (your choice).
Classes.RogueSeeker . . . by ?: [deleted] (Spells and Mana table = Eldritch Knight)
Classes.RangerHorizonWalker . . . by ?: ''As in '''Xanathar's Guide to Everything''''' except you can spend 5 mana to use the ability again before you finish a short or long rest.
Classes.ArtificerTalents . . . by ?: Over the course of 1 minute, you may spend 3 mana to erect a prefabricated shelter. This shelter works like the tiny hut spell, but it cannot be dispelled. This shelter is an object that can be attacked, has immunity to psychic and poison damage, and has hit points equal to 10 x your level.
Classes.PaladinWatchers . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.
Classes.PaladinValkyrie . . . by ?: * Whenever you see a friendly creature within 60 feet of you fall to 0 hit points but not die outright, you can spend '''1 mana''' to make them fall to 1 hit point instead. You can only do this once per round on the same creature. Once you use this feature, you can't use it again until you finish a long rest, unless you spend '''5 mana''' to use it again.
Classes.PaladinOpenSea . . . by ?: Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 mana to use it again.
Classes.PaladinHellknight . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.
Classes.PaladinHearth . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend '''5 mana''' to use it again.
Classes.PaladinErudition . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend '''5 mana''' to use it again.
Classes.PaladinDeathKnight . . . by ?: Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.
Classes.SorcererArcaneSorcery . . . by ?: At 1st level, you can cast any sorcerer spell you have reserved as a ritual if that spell has the ritual tag. At 14th level, whenever you spend mana on your Font of Magic ability, such as for metamagic or Magical Multitasking, you gain temporary hit points equal to the mana you spent. These temporary hit points stack, but only with other temporary hit points granted by this ability, and only to a maximum of your Sorcerer level. Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 7 mana to use it again.
Equipment.Drybrooch . . . by ?: (:title Drybrooch:) (:Attunement: No:) (:Type: Wondrous Items:) (:Rarity: Common:) (:Value: 100 gp:) (:include Templates.Itembox#itembox:) While holding or wearing a drybrooch, you can use an '__Action__' to summon or dismiss a dome of energy that manifests just above your head. This energy repels moderate quantities of frozen and liquid water, such as rain, snow, bird droppings, or other similar nuisances, but can’t be used to protect against harsh environmental hazards or attacks. Typically, a drybrooch field is silvery and translucent. More expensive models have illusions woven into the field.
Mechanics.Spellcasting . . . by ?: All spellcasting uses a modified version of the variant spell point rule from the ''Dungeon Master's Guide'' (which has been renamed to mana). All spells cost an amount of mana equal to the spell's level when cast. For the purpose of various features, the expenditure of this mana functionally creates a spell slot of the appropriate level, which is then used to cast the spell. !! Spellcasting Progression !!! Full-Caster ||1st ||2 ||1st ||16th ||66 ||8th || ||2nd ||4 ||1st ||17th ||71 ||9th || ||3rd ||8 ||2nd ||18th ||76 ||9th || ||4th ||12 ||2nd ||19th ||82 ||9th || ||5th ||15 ||3rd ||20th ||89 ||9th ||
Spells.GuardsAndWards . . . by ?: ->'''Other Spell Effect.''' You can place your choice of one of the following magical effects within the warded area of the stronghold.
Feats.BloodMagic . . . by ?: * '''Life Channel.''' You can channel your lifeforce into the power of your magic. When a creature you can see within 60 feet of you makes a saving throw against a spell that deals damage that you cast, you can add an additional number of d6s to the damage. You have a number of d6s equal to your proficiency bonus that can be spent, and you can expend Hit Dice to add additional d6s equal to the number of Hit Dice expended. The total number of d6s that can be added is equal to the level of the spell. Roll the expended d6s and add them together. The damage that the creature takes increases by an amount equal to that total. If any of the dice have a result of 1 or 2, the number of Hit Dice or uses are refunded equal to the number of dice with a result of 1 or 2. Your free uses are regained at the end of a Long Rest.
Characters.Spinyl . . . by ?: (:div class="feature":) !!!! Misty Visions (Warlock) You can cast ''[[Spells/MajorIllusion | major illusion]]'' at 1st level without spending mana or material components.
Spells.AnimateDead . . . by ?: (:CastingTime: 1 action:) (:Range: 60 feet:) (:Components: VS:) (:Duration: (C) Varies:) (:Source: PHB 225, SRD:) '''Components:''' {$:Components} [[<<]] '''Duration:''' {$:Duration}, 10 minutes (combat) or 1 hour (non-combat) ->You summon a swarm of undead creatures to aid you in different ways, depending on the circumstance of the casting:
Spells.DanseMacabre . . . by ?: *Completely redesigned, now available to Bards.
Spells.Regenerate . . . by ?: ->You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). If you hold a severed body part to where it attaches stump, the spell instantaneously causes the appendage to reattach. ->Any other severed body part (fingers, legs, tails, eyes, and so on), if any, attempt to regrow after 2 minutes. Make a spellcasting ability check for each body part (the DC varies based on the injury.) On a successful check, the body part regrows in perfect condition, but on a failed save, the body rejects the magic, and this spell cannot be used to attempt to regrow that body part again.
Spells.Recomposition . . . by ?: ->This spell can also be used on a living creature to try and reattach severed limbs with a spellcasting ability check. The DC varies based on the injury. On a successful check, the limb is reattached, but on a failed save, the body rejects the magic, and this spell cannot be used to attempt to attach that limb again.
Spells.TrueResurrection . . . by ?: ->This spell can also be used on a creature who has already failed to come back in a Resurrection check as a Last Chance. Begin a Resurrection check, rolling without advantage. On a success, it is restored to life in the same way as above. Regardless, a creature can never have this spell cast on them as a Last Chance again.
Spells.Reincarnate . . . by ?: -> If the check fails, the caster may choose to reincarnate the soul as a child somewhere in the world. Successful reincarnations do not count as resurrections for determining the DC of Resurrection check. This spell can be cast on a creature that already failed a resurrection check, but it automatically fails, reincarnating the soul as explained above.
Spells.RaiseAwakenedUndead . . . by ?: ->You touch the body or piece of the body of a dead creature, or an item important to the creature in their lives. Initiate a Resurrection check. If you pass, the spell succeeds. If you fail, the material components are wasted and you cannot attempt again until you are at the site of the creature's death. If you perform the ritual at the site of the creature's death, the spell automatically succeeds, and the material components are not expended. If the creature's soul is both willing and at liberty to return, they are raised into a state of undeath. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for each slot level above 5th. Resolve each Resurrection check individually.
Spells.RaiseDead . . . by ?: ->You attempt to return a dead creature you touch to life, provided that it has been dead no longer than 10 days. Begin a Resurrection check. On a success, if the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for each slot level above 5th. Resolve each Resurrection check individually.
Spells.Revivify . . . by ?: ->You touch a creature that has died within the last minute and make a Quick Resurrection check. On a success, that creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Feats.Cartomancer . . . by ?: *''Hidden Ace.'' When you finish a long rest, you can choose one spell you know or have prepared and imbue it into a card; the chosen spell must have a casting time of 1 action, and its level must be less than or equal to your proficiency bonus. While the card is imbued with the spell, you can use your bonus action to flourish the card and cast the spell within without expending mana. The card loses its after the spell is cast, or when you finish a long rest.
Spells.SummonCelestial . . . by ?: '''''Trumpet Blast.''''' A creature who can hear you within 90 feet must make a '''DC @@Caster Spell Save DC@@ Constitution saving throw''' or take %thunder%@@1d10 + 3 + Spell Level@@ thunder damage%%, or half as much damage on a successful save. A creature who fails the saving throw is [[Mechanics/Conditions#deafened | %condition%Deafened%%]] and [[Mechanics/Conditions#silenced | %condition%Silenced%%]] until the end of its next turn.
Spells.PsiBlade . . . by ?: ->'''Hit.''' The weapon attack's normal damage, and a logic bomb is planted in the creature's mind until the start of your next turn. If the target speaks, such as to cast a spell with a verbal component, before your next turn, it immediately takes %psychic%1d8 psychic damage%% and the spell ends.
Spells.ToxicStrike . . . by ?: ->'''Hit.''' The weapon attack's normal damage + %poison%1d6 poison damage%%. If the target is [[Mechanics/Conditions#Poisoned | %condition%Poisoned%%]], or becomes [[Mechanics/Conditions#Poisoned | %condition%Poisoned%%]] as a result of this attack, it deals an additional %poison%1d12 poison damage%% instead. A creature hit with this attack has '__Disadvantage__' on saving throws against poisons until the start of your next turn.
Spells.RoseBlade . . . by ?: ->'''Hit.''' The weapon attack's normal damage, and thorny roses cover the creature until the start of your next turn. If the target fails a saving throw before your next turn, it immediately takes %physical%1d8 piercing damage%% and the spell ends.
Spells.CrusaderStrike . . . by ?: ->'''Hit.''' The weapon attack's normal damage, and a radiant mark of retribution hovers over the creature until the start of your next turn. If the target damages someone other than you before your next turn, it immediately takes %radiant%1d8 radiant damage%% and the spell ends.
Spells.CausticStrike . . . by ?: ->'''Hit.''' The weapon attack's normal damage, and volatile acid coats the creature's weapon or body until the start of your next turn. If the target makes an attack roll before your next turn, it immediately takes %acid%1d8 acid damage%% and the spell ends.
Spells.MajorIllusion . . . by ?: ->'''Target.''' A spot within range. ->'''Effect.''' You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image is purely visible; it isn't accompanied by sound, smell, or other sensory effects. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its '__Action__' to examine the image can determine that it is an illusion with a successful '''Intelligence (Investigation) check''' against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. ->'''Special.''' As long as you are within range of the illusion, you can use your '__Action__' to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Spells.ProtectionFromEnergy . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases to 30 feet.
Spells.Awaken . . . by ?: * When you cast this spell using a spell slot of 6th level or higher, you may target an additional beast or plant for each slot level above 5th, or the casting time is reduced by one increment for each slot level above 5th.
Spells.SummonAberration . . . by ?: '''''Multiattack.''''' The aberration makes a number of attacks equal to one third of this spell's level (rounded up). '''''Multiattack.''''' The aberration makes a number of attacks equal to one third of this spell's level (rounded up). !!! Star Spawn Aberrant Spirit ''Medium Aberration, Unaligned'' '''Armor Class''' @@11 + spell level@@ (natural armor) \ '''Speed''' 40 ft.
Spells.SummonFiend . . . by ?: '''''Innate Spellcasting.''''' The fiend uses your spellcasting ability modifier and spell save DC. It can innately cast the following spells, requiring no material components: \ At will: ''[[Spells/AlterSelf | alter self]], [[Spells/Darkness | darkness]], [[Spells/DetectMagic | detect magic]], [[Spells/Invisibility | invisibility]]'' (self only), ''[[Spells/MageHand | mage hand]], [[Spells/MinorIllusion | minor illusion]]'' !!! Rakshasa Fiendish Spirit ''Large Fiend, Unaligned'' || 14 (+2) || 17 (+3) || 18 (+4) || 13 (+1) || 16 (+3) || 20 (+5) || '''Skills''' Deception +@@5 + PB@@, Insight +@@3 + PB@@, Perception +@@3 + PB@@ \ '''Damage Vulnerabilities''' %physical%piercing%% \
Spells.SummonUndead . . . by ?: (:div2 class="note" style="width:400px;":) '''''Haunt Creature.''''' The spirit targets a creature it can see within 10 feet of itself and begins haunting it. While the target is Haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the targets starts its turn within 10 feet of the spirit, the target must succeed on a '''DC @@Caster Spell Save DC@@ Wisdom saving throw''' or become [[Mechanics/Conditions#frightened | %condition%Frightened%%]] until the target of the target's next turn. The target remains Haunted until it dies, the spirit disappears, or the spirit uses this '__Bonus Action__' again. (:div2 class="note" style="width:400px;":) (:div2 class="note" style="width:400px;":) (:div2 class="note" style="width:400px;":)
Spells.SummonWarriorSpirit . . . by ?: '''Components:''' {$:Components} ''(a gilded playing card depicting a hero worth at least 600 gp)'' [[<<]]
Equipment.CartographerTools . . . by ?: (:div class="feature":) !!!! Decipher Treasure Map | Trained This tool proficiency grants you expertise in examining maps. You can make an '''Intelligence check''' to determine a map's age, whether a map includes any hidden messages, or similar facts. ->'''Critical Success.''' ->'''Success.''' ->'''Failure.''' ->'''Critical Failure.''' ||style="width:60%; margin:auto" ||! Base DC ||!Examples ||
Mechanics.Downtime . . . by ?: When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict. '''Resource:''' Performing a job requires 5 days of effort. '''Resolution:''' To determine how much money a character earns, the character must make an ability check: Athletics, Acrobatics, Intelligence with a set of tools, or Performance are common choices. You earn an amount of gp equal to the result of your result.
Feats.Crafter . . . by ?: *'''High-Quality Goods.''' Whenever you sell an item you craft, you earn 20% more gold.
Classes.WarlockHexblade . . . by ?: ''''''^1st-level Hexblade feature^'''''' [[<<]] ''''''^1st-level Hexblade feature^'''''' [[<<]] You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. ''''''^6th-level Hexblade feature^'''''' [[<<]] ''''''^6th-level Hexblade feature^'''''' [[<<]] You are familiar with cursed objects. As an action, you can scrutinize an item. Make an Arcana check using your spellcasting ability modifier. The DC is based on the rarity of the item (see the Curse Bearer table). On a success, you can tell the item is cursed. If you exceed the DC by 5 or more, you also learn the nature of the curse, as well as any detrimental effects the item might have. ''''''^10th-level Hexblade feature^'''''' [[<<]] ''''''^14th-level Hexblade feature^'''''' [[<<]]
Spells.MindBlank . . . by ?: ->'''Effect.''' The target is immune to %psychic%psychic damage%%, any effect that would sense its emotions or read its thoughts, divination spells, and the [[Mechanics/Conditions#charmed | %condition%Charmed%%]] condition. The spell even foils ''[[Spells/Wish | wish]]'' spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Spells.OsseinMend . . . by ?: ->'''Effect.''' The target regains @@2d4 + your spellcasting ability modifier@@ hit points and has '__Advantage__' on the next attack roll it makes before the end of its next turn.
Spells.Counterspell . . . by ?: ->'''''At Higher Levels.''''' The interrupted spell has no effect if its level is less than the level of the spell slot you used.
Spells.Slow . . . by ?: ->'''Failure.''' A target is [[Mechanics/Conditions#slowed | %condition%Slowed%%]] for the duration. While [[Mechanics/Conditions#slowed | %condition%Slowed%%]] by this spell, it can use either an '__Action__' or a '__Bonus Action__', not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. Additionally, if the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its '__Action__' on that turn to complete the spell. If it can't, the spell is wasted.
Spells.MistyStep . . . by ?: ->'''''At Higher Levels.''''' The distance you may teleport increases by '''30 feet''' for each spell level above 2nd.
Spells.MinorIllusion . . . by ?: ->'''Cantrip Progression.''' This spell improves in certain ways when you reach higher levels. At 5th level, you can delay the illusion's manifestation by up to 1 minute, after which the effect occurs as normal. At 11th level, the spell's range increases to 60 feet. At 17th level, you can create simple moving images like flowing liquid or cacophonous sounds audible out to 300 feet away. At 23rd level, the spell no longer ends if you use it again and you can dismiss any number of illusions as an action. At 28th level, the duration becomes 1 hour and you can delay the manifestation of an illusion by up to an hour.
Spells.SteelWindStrike . . . by ?: ->'''''At Higher Levels.''''' The damage increases by 1d10 for each slot level above 5th.
Spells.GiftOfAlacrity . . . by ?: ->'''''At Higher Levels.''''' You can target '''one additional creature''' for every slot level above 1st.
Spells.TelepathicBond . . . by ?: ->'''Target.''' Up to eight willing creatures of your choice within range. ->'''Effect.''' Until the spell ends, you forge a telepathic link psychically linking each creature to all the others for the duration. The targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. ->'''Special.''' Creatures with Intelligence scores of 2 or less aren't affected by this spell. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 7th level or higher, the duration is '''8 hours'''. When you cast this spell using a spell slot of 9th level, the duration is '''24 hours'''.
Spells.ProtectivePenumbra . . . by ?: ->'''''At Higher Levels.''''' If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to '''10 minutes'''. If you use a spell slot of 4th level or higher, the duration is concentration, up to '''1 hour'''. If you use a spell slot of 5th level or higher, the duration is '''8 hours'''. If you use a spell slot of 7th level or higher, the duration is '''24 hours'''. If you use a 9th level spell slot, the spell lasts '''until dispelled'''. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Spells.Wristpocket . . . by ?: ->'''''At Higher Levels.''''' The weight limit of the item within storage increases by '''5 pounds''' for each slot level above 2nd. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to '''10 minutes'''. If you use a spell slot of 5th level or higher, the duration is '''8 hours'''. If you use a spell slot of 7th level or higher, the duration is '''24 hours'''. If you use a 9th level spell slot, the spell lasts '''until dispelled'''. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Spells.UnseenServant . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd or 4th level, the range of the servant is '''120 feet'''. When you cast this spell using a spell slot of 5th or 6th level, the duration is '''8 hours'''. When you cast this spell using a spell slot of 7th or 8th level, the range of the servant is '''300 feet'''. When you cast this spell using a spell slot of 9th level or higher, the duration is '''24 hours'''.
Spells.Alarm . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd or 4th level, the duration is '''24 hours'''. When you cast this spell using a spell slot of 5th or 6th level, the duration is '''30 days'''. When you cast this spell using a spell slot of 7th or 8th level, the duration is '''180 days'''. When you cast this spell using a spell slot of 9th level or higher, the spell lasts '''until dispelled'''.
Spells.DisguiseSelf . . . by ?: ->'''''At Higher Levels.''''' The duration increases by '''1 hour''' for each slot level above 1st.
Spells.Invisibility . . . by ?: ->'''''At Higher Levels.''''' You can target '''one additional creature''' for each slot level above 2nd.
Spells.WaterBreathing . . . by ?: ->'''Target.''' Ten willing creatures you can see within range. ->'''Effect.''' The targets gain the ability to breathe underwater until the spell ends. ->'''Special.''' Affected creatures also retain their normal mode of respiration.
Characters.Destinies . . . by ?: ->'''Inspiration Feature: Finder's Fee.''' Your journey is one that demands great sacrifice – both monetary and otherwise. When you or an ally you can see casts a spell with a costly material component, you can spend an inspiration to waive the cost of the spell by an amount of gold equal to 50 x your level. If it is a Divination spell, you instead waive an amount of gold equal to 100 x your level. ->'''Fulfillment Feature: Seek and You Shall Find.''' As a part of a long rest, you can spend an inspiration to consult your maps, legends, or your own personal experience. Name a person, place, or thing that is in some way related to the subject of your original quest. You gain the benefits of the Find the Path spell based on the subject you named. The spell does not fail if the subject is mobile. The GM is the final arbiter on if the person, place, or thing you name is related to the subject of your original quest.
Equipment.Weapons . . . by ?: When you take the Attack action on your turn, you can replace one of your attacks with a throw of the net at a creature within range. The target must succeed on a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + Your Dexterity or Strength modifier (your choice). The target succeeds automatically if it's Huge or larger, and it has advantage on the saving throw if it is within the long range of the weapon.
Feats.TrueVampire . . . by ?: * '''''Darkvision.''''' Your darkvision extends by 60 feet.
Characters.Remnii . . . by ?: ->'''''Gift of the Naaru (Gift of the Aldor).''''' You learn the ''[[Spells/Light | light]]'' cantrip. * [[Spells/Light]] (Gift of the Naaru)
Feats.AgilePredator . . . by ?: (:Prereq: A natural weapon trait, such as a Bite or Claw attack, or the ability to gain one easily with a class feature, such as Wild Shape or Predatory Strikes:)
Characters.GilveradinWindrunner . . . by ?: !!!! Fog Dance (Warlock) You can cast ''[[Spells/MistyStep | misty step]]'' at will, without spending mana. If you do not move on your turn, you can cast it without using a '__Bonus Action__'.
Spells.DispelMagic . . . by ?: ->'''Target.''' One creature, object, or magical effect within range. ->'''Effect.''' You may end any spell of 2nd level or lower on the target. For each spell of 3rd level or higher on the target, make an ability check using your spellcasting ability (@@DC 10 + the spell's level@@). On a successful check, the spell ends.
Spells.Enervation . . . by ?: ->A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage, or half as much damage on a successful one. On subsequent turns, you use your action to force the target to repeat this saving throw again. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. *Now is a Con save, and it doesn't end if it succeeds on the initial save.
Spells.VampiricTouch . . . by ?: -> Reworked the spell to run off of unarmed strikes.
Spells.WitherAndBloom . . . by ?: ->''As in '''Strixhaven: A Curriculum of Chaos''''' except the last paragraph, which reads: -> In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus its constution modifier plus your spellcasting ability modifier.
Spells.PrayerOfHealing . . . by ?: ->You utter an extended prayer of restoration. Choose a number of willing creatures equal to your Spellcasting Ability Modifier (minimum of 1). Each of those creatures who remains within range for the Spell’s entire casting gains the benefits of a Short Rest and also regains hit points equal to 2d8 + your spellcasting ability modifier. A creature can benefit from the healing of this spell multiple times, but cannot gain the benefits of a short rest from it until that creature finishes a natural Long Rest. Undead or constructs can gain the benefits of the short rest from this spell, but cannot be healed by it.
Spells.LifeTransference . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except: -> At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Spells.Stoneskin . . . by ?: '''Components:''' {$:Components} ''(diamond dust worth 100 gp)'' [[<<]] ->When you cast the spell, you can choose to consume the diamond dust used in its casting. If you do, the target gains resistance to all bludgeoning, piercing, and slashing damage until the spell ends instead. *'''Added''' way to cast the spell without using the component, and a better version if you consume the diamond dust.
Spells.ConjureMinorElementals . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the damage increase by 1d8 and the range of the difficult terrain increases by 5 feet for each slot level above 4th. If cast in a non-combat situation, the number of elementals you can summon increases by 2 for each slot level above 5th. As a result, you may heckle two additional creature, increase the Tides of Battle bonus by an additional +1, or other similar benefits. If the non-combat form transitions into the combat form, it deals damage according to the level the spell was cast.
Spells.Hibernate . . . by ?: ->With a wave of your hand, a willing creature of your choice that you can see within range falls unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration that target gains the immediate benefits of a long rest and it can’t be affected by this spell again until it finishes its next natural long rest.
Spells.SpiritShroud . . . by ?: ->Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. ->In addition, any creature of your choice that you can see that starts its turn within 10 feet of you takes this damage and is chilled until the start of your next turn.
Spells.EnhanceAbility . . . by ?: ->'''Owl's Wisdom.''' The target has advantage on Wisdom checks and it gains darkvision to a range of 60 feet. If the target already has darkvision from another source, its range increases by 30 feet.
Classes.SorcererShadowSorcery . . . by ?: Starting at 1st level, you gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
Classes.RogueTalents . . . by ?: You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet.
Classes.FighterArcaneArcher . . . by ?: At 10th level, you gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
Classes.BloodhunterMutant . . . by ?: You have darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 90 feet. You can also see through magical darkness using this darkvision. However, you have '__Disadvantage__' on attack rolls and on '''Wisdom (Perception) checks''' that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Ancestries.Triton . . . by ?: Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have '__Advantage__' on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have '__Disadvantage__' on saving throws against spells and abilities you use.
Ancestries.MerfolkMerrow . . . by ?: Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have '__Advantage__' on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have '__Disadvantage__' on saving throws against spells and abilities you use.
Classes.AdeptZerth . . . by ?: ''''''^3rd-level Way of Zerth feature^'''''' [[<<]] ''''''^3rd-level Way of Zerth feature^'''''' [[<<]]
Classes.AdeptSunSoul . . . by ?: (:div class="introduction":) (:divend:) You have cultivated your inner light to shine through with exceptional radiance. You have resistance to %fire%fire damage%% and %radiant%radiant damage%%, and you can't be [[Mechanics/Conditions#blinded | %condition%Blinded%%]].
Classes.AdeptLongDeath . . . by ?: (:div class="introduction":) (:divend:) Additionally, you have resistance to %necrotic%necrotic damage%%, and your maximum hit points and attributes can't be reduced.
Classes.AdeptLivingWeapon . . . by ?: (:div class="introduction":) (:divend:) When you choose this tradition, your Martial Arts damage die increases for unarmed strikes. Unarmed strikes deal damage one step higher than the die granted by your Martial Arts ability, to a maximum of d12. This increased damage can only be applied to an unarmed strike, and not to a monk weapon. You also have the power to alter your natural weapons, growing claws or reinforcing your fists. When you use Martial Arts to make an unarmed strike, you can choose whether you inflict %physical%slashing, bludgeoning, or piercing damage%% with the attack. '''''Weretouched.''''' Once per turn, when you hit a creature with an unarmed attack, you can spend '''1 focus''' to rend your target and inflict deep bleeding wounds. The creature begins [[Mechanics/Conditions#bleeding | %condition%Bleeding%%]] for %necrotic%1d4 necrotic damage%%. The saving throw DC for this effect is equal to 15 or your Discipline save DC. Starting at 11th level, when you make a Strength or Dexterity check, you can spend '''1 focus''' to grant yourself '__Advantage__' on the check.
Spells.BloodSight . . . by ?: * If a creature is '__wounded__', you have '__Advantage__' on '''Wisdom (Perception) checks''' to determine their location as long as you aren't [[Mechanics/Conditions#blinded | %condition%Blinded%%]].
Characters.OuroboriJarkul . . . by ?: As long as you are within {(mul 5 {$:Prof})} feet of a friendly creature, you have '__Advantage__' on saving throws you make to avoid or end the [[Mechanics/Conditions#charmed | %condition%Charmed%%]] or [[Mechanics/Conditions#frightened | %condition%Frightened%%]] condition on yourself.
Classes.FighterEchoKnight . . . by ?: Also at 10th level, your control over various timelines allows you to conjure larger images and flicker in and out of existence. You may cast ''blink'' or ''major illusion'' at third level, expending two used of your Unleash Incarnation ability instead of spending mana.
Feats.HeavyArmorMaster . . . by ?: *'''Powerful Build.''' You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
Ancestries.Goliath . . . by ?: You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
Ancestries.Giff . . . by ?: You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
Characters.Mirish . . . by ?: !!! Background Feature (:div class="feature":) !!!! Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. (:divend:)
Mechanics.Duels . . . by ?: The winner of the contest strikes a blow if utilizing a strike system, or deals damage equal to the difference between the two rolls if utilizing a hit point system.
Spells.PowerWordFortify . . . by ?: ->'''At Higher Levels.''' When you cast this spell using a spell slot of 8th level or higher, the temporary hit points increases by 30 for each slot level above 7th.
Spells.FountOfMoonlight . . . by ?: ->'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for every two slot levels above 4rd. When you cast the spell at 8th level or higher, the duration is concentration, up to 1 hour.
Spells.Shield . . . by ?: '''Casting Time:''' {$:CastingTime} [[<<]] ->'''Trigger.''' You are hit by an attack or targeted by the ''[[Spells/MagicMissile | magic missile]]'' spell. [[!{$:School}]] [[!Reaction Spells]]
Spells.MagicMissile . . . by ?: ->''You create three glowing darts of magical force.'' ->'''Target.''' Up to three creatures of your choice that you can see within range. ->'''Effect.''' A dart deals %force%1d4 + 1 force damage%% to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. [[!{$:School}]] [[!Action Spells]]
Spells.Sanctuary . . . by ?: ->''You ward a creature against attack.'' ->'''Target.''' One creature within range. ->'''Effect.''' Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a '''Wisdom saving throw'''. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a ''[[Spells/Fireball | fireball]]''. ->'''Special.''' If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Spells.ShieldOfFaith . . . by ?: ->''A shimmering field appears and surrounds the creature.'' ->'''Target.''' A creature of your choice within range. ->'''Effect.''' The creature has +2 bonus to AC for the duration. [[!{$:Level} Level Spells]] [[!Concentration]] [[!Verbal]] [[!Somatic]] [[!Material]]
Spells.MageArmor . . . by ?: ->''You touch a willing creature and a protective magical force surrounds it until the spell ends.'' ->'''Target.''' A willing creature who isn't wearing armor. ->'''Effect.''' The target's base AC becomes @@13 + its Dexterity modifier@@. ->'''Special.''' The spell ends if the target dons armor or if you dismiss the spell as an '__Action__'.
Spells.BladeWard . . . by ?: (:CastingTime: 1 reaction:) '''Casting Time:''' {$:CastingTime}, which you take in response to a visible creature targeting you with a melee attack [[<<]]
Spells.Clairvoyance . . . by ?: (:CastingTime: 1 action:) (:Duration: (C) 1 hour:) ->You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor cannot be attacked or otherwise interacted with, though it can be dispelled. ->When you cast the spell, you choose seeing or hearing. You can mentally receive sensory information from the chosen sense as if you were in its space, and the sensor can look in every direction. It has normal vision. As an '__Action__', you can switch between seeing and hearing. ->In addition, as an '__Action__' you can move the sensor 30 feet in any direction. There is no limit to how far away from you the sensor can move, but it can't enter another plane of existence. A solid barrier blocks the sensor's movement, but the sensor can pass through an opening as small as 1 inch in diameter. ->A creature that can see the sensor (such as a creature benefitting from truesight) sees a luminous, intangible orb about the size of a fist.
Spells.ConjureAnimals . . . by ?: (:Duration: (C) Varies:) '''Duration:''' {$:Duration}, 10 minutes (combat) or 1 hour (non-combat)
Spells.ShiftPigment . . . by ?: :'''Can the spell affect a creature's skin, eye color, scale color, nail color, or other physical traits?''':No, the spell is limited specifically to hair or fur when used on a creature. :'''Does the hair or fur color grow out over time or is it permanent?''':The hair or fur color will grow out over time. It effectively acts as a magic hair dye that will not wash out or fade, but it does not rewrite genetics to permanently give you the hair color.
Spells.MassCureWounds . . . by ?: ->A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 5d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. *'''''Altered''''' baseline healing to 5d8 from 3d8.
Spells.CureWounds . . . by ?: *'''''Altered''''' Upcast healing to 2d8 from 1d8.
Spells.Reconsider . . . by ?: ->You choose one spell from your spell book (or spell list if you are not a wizard) that you don’t have prepared, and you choose another spell you do have prepared. The unprepared spell replaces the prepared spell on your list of prepared spells. This replacement lasts until you cast ''reconsider'' again or finish a '__Long Rest__'.
Classes.MarshalWarlord . . . by ?: When a hostile creature targets another friendly creature within range of your Commanding Presence with an attack or a harmful spell or ability, the creature must first make a Wisdom saving throw (DC = 8 + your Leadership ability modifier + your proficiency bonus). On a failed save, the creature must target you instead or lose the Attack, ability, or spell. A target that successfully saves is immune to this ability for the next 24 hours. When you or a friendly creature who can see or hear you within range of your Commanding Presence would take damage, be knocked prone, or be moved against their will, you can use your reaction to hold the line, and shout to a number of allies equal to your Leadership ability modifier (minimum 1) to allow them to use their reaction to do the same. A creature who does this has resistance to all damage until the start of its next turn, and during this time, they cannot be knocked prone or moved against their will. Once you use this feature, you cannot do so again until you finish a long or short rest.
Spells.ArcaneTransformation . . . by ?: - You have proficiency with all armor, shields, simple weapons, and martial weapons. When you cast this spell, or as a bonus action on subsequent turns, you can don or doff any armor or shield you are touching or wearing as a bonus action. When the spell ends, you can choose to automatically doff any armor or shield you are wearing. - All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. *'''Changed''' casting time to a bonus action, added donning and doffing bonus action, and let you use your casting mod to fight.
Spells.AlterSelf . . . by ?: ->'''Natural Weapons.''' You grow claws, fangs, spines, horns, or a different natural weapon with the Finesse property of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Gifts.Wight . . . by ?: * '''''Natural Weapon.''''' You have sharp claws or teeth, or deathly strength which are natural weapons with the Finesse property that you can use to make unarmed strikes. When you hit with them, the weapon deals 1d6 + your Strength or Dexterity modifier %physical%bludgeoning, piercing, or slashing damage%%.
Ancestries.Lizardfolk . . . by ?: ''As in '''Mordenkainen Presents: Monsters of the Multiverse''''' except it has the Finesse property and can use Dexterity.
Spells.ChainLightning . . . by ?: ->A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. If a single creature is targeted by multiple bolts, the damage they take increases by 5d8 for each bolt after the first.
Spells.ControlWeather . . . by ?: ->When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. Make an ability check with your spellcasting ability modifier. It takes a number of minutes equal to 10 - half the result of your ability check (minimum 1) for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Spells.WallOfLight . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except for the third paragraph, which now reads: ->A creature must repeat this saving throw when it enters the wall for the first time on a turn or ends its turn there.
Spells.WallOfWater . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, you may increase its length or height by 10 feet and its damage by 1d6 for each slot level above 3rd.
Spells.WallOfSand . . . by ?: You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 2d10 slashing damage on a failed save, or half as much damage on a successful one. Creatures who fail this save are blinded until the end of their next turn. A creature must repeat this save when it enters the wall for the first time on a turn or ends its turn there ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10, and you may increase its length, height, or thickness by 10 feet for each slot level above 3rd.
Spells.InvestitureOfFlame . . . by ?: (:CastingTime: 1 bonus action:) ->''As in '''Xanathar's Guide to Everything''''' except it is a bonus action to cast, the line of fire has been increased to 30 foot long from 15 foot long, it activates on cast and as a bonus action on subsequent turns, and the following has been added:
Spells.ChillTouch . . . by ?: ->'''Hit.''' %necrotic%1d8 necrotic damage%%, and the target can't regain hit points until end of your next turn. If the creature is undead, it has disadvantage on attack rolls for this duration.
Characters.ZarKaa . . . by ?: '''Languages:''' ''Culture:'' Common, Zandali | ''Slayer:'' Darnassian, Goblin, Orcish, Taur-ahe, Thalassian \ You are able to speak, read, and write Goblin, Thalassian, and Orcish.
Ancestries.Gith . . . by ?: You know the ''[[Spells/MageHand | mage hand]]'' cantrip, and the hand is invisible when you cast it. Starting at 3rd level, you learn one of the following spells: ''[[Spells/ExpeditiousRetreat | expeditious retreat]]'', ''[[Spells/FeatherFall | feather fall]]'', ''[[Spells/Jump | jump]]'', or ''[[Spells/Shield | shield]]''. Starting at 5th level, you also one of the following spells: ''[[Spells/Blur | blur]]'',''[[Spells/DetectThoughts | detect thoughts]]'', ''[[Spells/MistyStep | misty step]]'', or ''[[Spells/TrueSeeing | Enhance Vision]]''. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level.
Ancestries.Hexblood . . . by ?: Your Darkvision trait extends to 300 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
Spells.Scatter . . . by ?: ->''As in '''Xanathar's Guide to Everything''''', except it is a Charisma save, and with the following added:
Spells.VortexWarp . . . by ?: ->''As in '''Strixhaven: A Curriculum of Chaos''''', except it is a Charisma saving throw.
Spells.ArcaneEruption . . . by ?: ->Churning magical energy explodes in a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d8 damage. On a successful save, a creature takes half as much damage.
Classes.WarlockUndead . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Undead Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. ||! Table: Undead Patron Spells !||