diff --git a/Character/Classes/Artificer/Artificer (Alchemist).xml b/Character/Classes/Artificer/Artificer (Alchemist).xml
index 3c1cce1c..29af07a2 100644
--- a/Character/Classes/Artificer/Artificer (Alchemist).xml
+++ b/Character/Classes/Artificer/Artificer (Alchemist).xml
@@ -16,8 +16,8 @@
Alchemist: Alchemical FormulaAt 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
- To use any of these options, your Alchemist’s Satchel must be within reach.
- If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
+ To use any of these options, your Alchemist’s Satchel must be within reach.
+ If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.Alchemical Formula: Alchemical Fire
@@ -27,12 +27,12 @@
Alchemical Formula: Alchemical AcidAlchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
- This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
+ This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).Alchemical Formula: Healing DraughtAs an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
- This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
+ This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).Alchemical Formula: Smoke Stick
@@ -45,7 +45,7 @@
Alchemical Formula: Tanglefoot BagAs an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn).
- The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
+ The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.Alchemical Formula: Thunderstone
diff --git a/Character/Classes/Artificer/Artificer.xml b/Character/Classes/Artificer/Artificer.xml
index 17c61c5c..5e7c44fb 100644
--- a/Character/Classes/Artificer/Artificer.xml
+++ b/Character/Classes/Artificer/Artificer.xml
@@ -3,7 +3,7 @@
Artificer8
- Intelligence, Constitution
+ Constitution, IntelligenceIntelligence0,0,0,0,0,00,0,0,0,0,0
@@ -109,6 +109,7 @@
+
Ability Score Improvement
@@ -116,7 +117,14 @@
If your DM allows the use of feats, you may instead take a feat.
+
+ Infuse Magic
+ Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effect's occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
+ Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
+ When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
+
+
Superior Attunement
@@ -134,6 +142,7 @@
5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
+
Mechanical Servant
@@ -151,6 +160,7 @@
If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
+
Ability Score Improvement
@@ -158,9 +168,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Wondrous Invention
@@ -203,6 +215,7 @@
15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
+
Ability Score Improvement
@@ -210,9 +223,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Ability Score Improvement
@@ -220,6 +235,7 @@
If your DM allows the use of feats, you may instead take a feat.
+
Wondrous Invention
diff --git a/Character/Classes/Barbarian/Barbarian (Ancestral Guardian).xml b/Character/Classes/Barbarian/Barbarian (Ancestral Guardian).xml
index fd7a6627..0968a03c 100644
--- a/Character/Classes/Barbarian/Barbarian (Ancestral Guardian).xml
+++ b/Character/Classes/Barbarian/Barbarian (Ancestral Guardian).xml
@@ -1,41 +1,44 @@
-
+ Barbarian (Ancestral Guardian)Primal Path: Path of the Ancestral Guardian (UA)
- Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
- Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.
- In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
+ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid in a time of need.
+ Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies.
+ In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
- This Primal Path is from Unearthed Arcana: Barbarian Primal Paths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Primal Path is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Barbarian Primal PathsPath of the Ancestral Guardian: Ancestral Protectors
- Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.
+ Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. These warriors distract a foe you strike and hinder its attempts to harm your companions. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the target’s attacks.
- Path of the Ancestral Guardian: Ancestral Shield
- Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than Rage.
+ Path of the Ancestral Guardian: Spirit Shield
+ Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.
+ When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.Path of the Ancestral Guardian: Consult the Spirits
- At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.
+ At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far- off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.
+ After you cast the spell in this way, you can’t do so again until you finish a short or long rest.Path of the Ancestral Guardian: Vengeful Ancestors
- At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.
+ At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.
diff --git a/Character/Classes/Barbarian/Barbarian (Battlerager).xml b/Character/Classes/Barbarian/Barbarian (Battlerager).xml
index 611baf25..04fe6a79 100644
--- a/Character/Classes/Barbarian/Barbarian (Battlerager).xml
+++ b/Character/Classes/Barbarian/Barbarian (Battlerager).xml
@@ -27,14 +27,14 @@
Path of the Battlerager: Reckless Abandon
- Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). THey vanish if any of them are left when your rage ends.
+ Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.Path of the Battlerager: Battlerager Charge
- Beginning at 10th level, you can take the DAsh action as a bonus action while you are raging.
+ Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
diff --git a/Character/Classes/Bard/Bard (Swords).xml b/Character/Classes/Bard/Bard (Swords).xml
index 39570e1c..3be7ebdc 100644
--- a/Character/Classes/Bard/Bard (Swords).xml
+++ b/Character/Classes/Bard/Bard (Swords).xml
@@ -1,53 +1,60 @@
-
+ Bard (Swords)Bard College: College of Swords (UA)
- Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
- Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
- Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
+ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
+ Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
+ Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
- This Bard College is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Bard College is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Kits of OldCollege of Swords: Bonus Proficiencies
- When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.
+ When you join the College of Blades at 3rd level, you gain proficiency with medium armor and scimitars.
+ If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.College of Swords: Fighting Style
- The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature, which is as follows.
+ At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
+
+ Dueling:
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
+
+ Two-Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.College of Swords: Blade Flourish
- At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.
+ At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
+ As an action, you can make one melee weapon attack, and your walking speed increases by 10 feet until the end of the current turn. Whenever you use this action, you can also use one of the following Blade Flourish options as part of it. Defensive Flourish:
- You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
+ You spin your weapon in circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your AC until the start of your next turn.
- Trick Shooter's Flourish:
- This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
+ Slashing Flourish:
+ If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
- Unnerving Flourish:
- Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.
- The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
+ Mobile Flourish:
+ the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.
- College of Swords: Extra Attack
- Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+ College of Swords: Cunning Flourish
+ Beginning at 6th level, you can attack twice, instead of once, whenever you use the Blade Flourish action on your turn. You can, nevertheless, still use only one Blade Flourish option when you take that action.
- College of Swords: Battle Magic
- At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
+ College of Swords: Master’s Flourish
+ Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
diff --git a/Character/Classes/Druid/Druid (Shepherd).xml b/Character/Classes/Druid/Druid (Shepherd).xml
index fee95380..21bb9d66 100644
--- a/Character/Classes/Druid/Druid (Shepherd).xml
+++ b/Character/Classes/Druid/Druid (Shepherd).xml
@@ -1,55 +1,60 @@
-
+ Druid (Shepherd)
-
- Druid Circle: Circle of the Shepherd
- Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.
-
- This Druid Circle is from Unearthed Arcana: Druid Circles and Wild Shape, and as such may not be used in your game. Consult your DM before taking this option.
-
-
- Circle of the Shepherd: Spirit Bond
- Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn't occupy its space, it is immobile, and it counts as neither a creature nor an object.
- The nature of the aura depends on the type of spirit you choose to summon:
-
- Bear: The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
-
- Hawk: The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit's aura.
-
- Wolf: The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.
-
- The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
-
-
- Circle of the Shepherd: Beast Speech
- At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
- This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.
-
+
+ Druid Circle: Circle of the Shepherd
+ Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
+ Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
+
+ This Druid Circle is from Unearthed Arcana: Revised Class Options, and as such may not be used in your game. Consult your DM before taking this option.
+ This had an earlier version included in Unearthed Arcana: Druid Circles and Wild Shape
+
+
+
+ Circle of the Shepherd: Spirit Totem
+ Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
+ As a bonus action, you can move the spirit up to 60 feet to a point you can see.
+ The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
+ The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
+
+ Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
+
+ Hawk Spirit. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll.
+
+ Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
+
+
+ Circle of the Shepherd: Speech of the Woods
+ At 2nd level, you gain the ability to converse with beasts and many fey.
+ You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
+
-
- Circle of the Shepherd: Mighty Summoner
- At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
-
+
+ Circle of the Shepherd: Mighty Summoner
+ At 6th level, you gain the ability to conjure forth powerful beasts and fey. Any beast or fey summoned or created by your spells gains two benefits:
+ • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
+ • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
+
-
- Circle of the Shepherd: Guardian Spirit
- At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.
-
+
+ Circle of the Shepherd: Guardian Spirit
+ Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
+
-
- Circle of the Shepherd: Faithful Summons
- Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour.
- Once you use this feature, you can't use it again until you finish a long rest.
-
+
+ Circle of the Shepherd: Faithful Summons
+ Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
+ Once you use this feature, you can't use it again until you finish a long rest.
+
diff --git a/Character/Classes/Fighter/Fighter (Arcane Archer).xml b/Character/Classes/Fighter/Fighter (Arcane Archer).xml
index 557937a0..c1cc2116 100644
--- a/Character/Classes/Fighter/Fighter (Arcane Archer).xml
+++ b/Character/Classes/Fighter/Fighter (Arcane Archer).xml
@@ -1,6 +1,6 @@
-
+ Fighter (Arcane Archer)
@@ -8,31 +8,68 @@
Martial Archetype: Arcane Archer (UA)An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
- This Martial Archetype is from Unearthed Arcana: Fighter Martial Archetypes, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Fighter Martial Archetypes
- Arcane Archer: Arcane Arrow
- When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.
-
- Create Magic Arrow:
- As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit.
- You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.
-
- Arcane Shot:
- When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.
- You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.
+ Arcane Archer: Magic Arrow
+ When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target.
+
+
+ Arcane Archer: Arcane Shot
+ At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” section below).
+ Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
+ You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
- Arcane Archer: Archer's Lore
- At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds.
- You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
+ Arcane Archer: Arcane Archer's Lore
+ At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill.
+
+
+ Arcane Archer: Arcane Shot Options
+ The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
+ If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
+
+ Banishing Arrow:
+ You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
+ After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
+
+ Brute Bane Arrow:
+ You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
+ The necrotic damage increases to 4d6 when you reach 18th level in this class.
+
+ Bursting Arrow:
+ You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
+ The force damage increases to 4d6 when you reach 18th level in this class.
+
+ Grasping Arrow:
+ When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
+ The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
+
+ Mind-Scrambling Arrow:
+ Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+ Piercing Arrow:
+ You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
+ The piercing damage increases to 2d6 when you reach 18th level in this class.
+
+ Seeking Arrow:
+ Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
+ The force damage increases to 2d6 when you reach 18th level in this class.
+
+ Shadow Arrow:
+ You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+
- Arcane Archer: Conjure Arrows
- At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.
+ Arcane Archer: Curving Shot
+ At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.Arcane Archer: Arcane Shot Option (3rd)
@@ -49,8 +86,8 @@
- Arcane Archer: Ever-Ready Arrow
- Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.
+ Arcane Archer: Ever-Ready Shot
+ Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of itArcane Archer: Arcane Shot Option (5th)
@@ -70,4 +107,138 @@
+
+
+
+ Banishing Arrow
+ 1
+ A
+
+
+
+
+ Fighter (Arcane Archer)
+ You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild.
+ If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished.
+ While banished in this way, its speed is 0, and it is incapacitated.
+ At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
+ After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
+ 2d6
+
+
+ Brute Bane Arrow
+ 1
+ N
+
+
+
+
+ Fighter (Arcane Archer)
+ You weave necromantic magic into your arrow.
+ If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw.
+ On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
+ The necrotic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
+ Bursting Arrow
+ 1
+ EV
+
+
+
+
+ Fighter (Arcane Archer)
+ You imbue your arrow with a blast of force energy drawn from the school of evocation.
+ If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
+ The force damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
+ Grasping Arrow
+ 1
+ C
+
+
+
+
+ Fighter (Arcane Archer)
+ When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target.
+ If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC.
+ Otherwise, the brambles last for 1 minute or until you use this option again.
+ The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
+ Mind-Scrambling Arrow
+ 1
+ EN
+
+
+
+
+ Fighter (Arcane Archer)
+ Your enchantment magic causes this arrow to temporarily beguile its target.
+ Choose one of your allies within 30 feet of the target.
+ If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn.
+ This effect ends early if the chosen ally deals any damage to the target.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
+ Piercing Arrow
+ 1
+ T
+
+
+
+
+ Fighter (Arcane Archer)
+ You use transmutation magic to give your arrow an ethereal quality.
+ When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover.
+ Each creature in that line must make a Dexterity saving throw.
+ On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
+ The piercing damage increases to 2d6 when you reach 18th level in this class.
+ 1d6
+ 2d6
+
+
+ Seeking Arrow
+ 1
+ D
+
+
+
+
+ Fighter (Arcane Archer)
+ Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey.
+ When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute.
+ The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover.
+ If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw.
+ On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location.
+ On a successful save, the target takes half as much damage, and you don’t learn its location.
+ The force damage increases to 2d6 when you reach 18th level in this class.
+ 1d6
+ 2d6
+
+
+ Shadow Arrow
+ 1
+ I
+
+
+
+
+ Fighter (Arcane Archer)
+ You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows.
+ If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
\ No newline at end of file
diff --git a/Character/Classes/Fighter/Fighter (Cavalier).xml b/Character/Classes/Fighter/Fighter (Cavalier).xml
index 016668f2..8bddda2a 100644
--- a/Character/Classes/Fighter/Fighter (Cavalier).xml
+++ b/Character/Classes/Fighter/Fighter (Cavalier).xml
@@ -1,24 +1,28 @@
-
+ Fighter (Cavalier)StrengthMartial Archetype: Cavalier (UA)
- The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.
+ The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
- This Martial Archetype is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Kits of Old
+
- Cavalier: Bonus Proficiencies
- When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.
+ Cavalier: Bonus Proficiency
+ When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.Cavalier: Born to the Saddle
- At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+ Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
+ Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+
0,4Cavalier: Combat Superiority
@@ -28,16 +32,17 @@
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
- Using Superiority Dice:
- You can expend superiority dice to gain a number of different benefits.
+ Maneuvers:
+ You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack.
+ You know the following maneuvers:
- • When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
+ Control Mount. When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
- • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
- • When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+ Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- • If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
+ Warding Maneuver. If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you’re wielding a weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
@@ -45,7 +50,7 @@
0,5Cavalier: Ferocious Charger
- At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
@@ -60,7 +65,7 @@
0,6Cavalier: Relentless
- Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
@@ -73,63 +78,77 @@
-
-
- Cavalier's Ride
+
+
+ Control Mount1
- EV
- Mounted Skill Check to influence or control
-
+
+
+
+ Fighter (Cavalier)
- When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful
+ When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.Add roll to Skill Check1d81d101d12
-
- Cavalier's Precision
+
+ Precision Attack (Cavalier)1
- EV
-
+
+
+
+ Fighter (Cavalier)
- When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.Add roll to Weapon Attack Roll1d81d101d12
-
- Cavalier's Lance
+
+ Trip Attack (Cavalier)1
- EV
- Mounted Attack with a lance
+
+
+
+ Fighter (Cavalier)
- When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- Add roll to damage, knock prone vs Strength Saving Throw
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+
+ Add roll to damage, knock prone (Large) vs Strength Saving ThrowAt 7th (class) level, use twice for disadvantage.1d81d101d12
-
- Cavalier's Defense
+
+ Warding Maneuver1
- EV
-
- Self or Mount
- Mounted
+
+
+ creature within 5 feet
+
+ Fighter (Cavalier)
- If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
+ If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you’re wielding a weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
- Add roll to AC, take half damage if still hit.
+ Add roll to AC, resistance if still hit.1d81d101d12
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Character/Classes/Fighter/Fighter (Monster Hunter).xml b/Character/Classes/Fighter/Fighter (Monster Hunter).xml
index 37c01906..a07ddae1 100644
--- a/Character/Classes/Fighter/Fighter (Monster Hunter).xml
+++ b/Character/Classes/Fighter/Fighter (Monster Hunter).xml
@@ -1,6 +1,6 @@
-
+ Fighter (Monster Hunter)
diff --git a/Character/Classes/Monk/Monk (Drunken Master).xml b/Character/Classes/Monk/Monk (Drunken Master).xml
new file mode 100644
index 00000000..b8234ca9
--- /dev/null
+++ b/Character/Classes/Monk/Monk (Drunken Master).xml
@@ -0,0 +1,41 @@
+
+
+
+ Monk (Drunken Master)
+
+
+
+ Monastic Tradition: Way of the Drunken Master (UA)
+ The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Way of the Drunken Master: Drunken Technique
+ When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.
+ You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
+
+
+
+
+
+ Way of the Drunken Master: Tipsy Sway
+ At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+
+
+
+
+ Way of the Drunken Master: Drunkard’s Luck
+ Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling.
+
+
+
+
+
+ Way of the Drunken Master: Intoxicated Frenzy
+ At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.
+
+
+
+
diff --git a/Character/Classes/Monk/Monk (Kensei).xml b/Character/Classes/Monk/Monk (Kensei).xml
index 6c268f38..3fae043e 100644
--- a/Character/Classes/Monk/Monk (Kensei).xml
+++ b/Character/Classes/Monk/Monk (Kensei).xml
@@ -1,54 +1,60 @@
-
+ Monk (Kensei)Monastic Tradition: Way of the Kensei (UA)Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
-
- This Monastic Tradition is from Unearthed Arcana: Monk Monastic Traditions, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ This Monastic Tradition is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Monk Monastic TraditionsWay of the Kensei: Path of the Kensei
- When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.
+ When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
- • You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you're proficient with it.
-
- • Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon's damage die.
+ • Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon.
+ Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice.
+ You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you.
+ Many of this tradition’s features work only with your kensei weapons.
+ When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above.
- • When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.
+ • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon.
+ You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
- • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand.
+ • You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly.
+ When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type.
+ You retain this benefit until the end of the current turn.Way of the Kensei: One with the Blade
- At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.
+ At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
- Magic Weapons:
- Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Magic Kensei Weapons:
+ Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Precise Strike:
- You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can't use it again until you finish a short or long rest.
+ When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.Way of the Kensei: Sharpen the Blade
- At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.
+ At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.Way of the Kensei: Unerring Accuracy
- At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.
+ At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns.
diff --git a/Character/Classes/Paladin/Paladin (Conquest).xml b/Character/Classes/Paladin/Paladin (Conquest).xml
index ee0acfb7..972e6bb6 100644
--- a/Character/Classes/Paladin/Paladin (Conquest).xml
+++ b/Character/Classes/Paladin/Paladin (Conquest).xml
@@ -1,61 +1,67 @@
-
+Paladin (Conquest)Sacred Oath: Oath of Conquest
- The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos.
- Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells.
- The archdevil Bel, warlord of Avernus, counts many of these paladins-called hell knights-as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.
+ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
+ Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.Tenets of Conquest:
- A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
+ A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
- Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
+ Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
- Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
+ Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
- Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
+ Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
- Oath Spells:
- You gain oath spells at the paladin levels listed.
+ This Sacred Oath is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Paladin Sacred Oaths
+
+
+ Oath of Conquest: Oath Spells
+ You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.3rd - armor of Agathys, command 5th - hold person, spiritual weapon 9th - bestow curse, fear
- 13th - blight, dominate beast
- 17th - dominate person, insect plague
-
- This Sacred Oath is from Unearthed Arcana: Paladin Sacred Oaths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ 13th - dominate beast, stoneskin
+ 17th - cloudkill, dominate person
+
- Oath of Conquest Channel Divinity: Conquering Strike (Oath of Conquest)
- You can use your Channel Divinity to break a foe's will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
+ Oath of Conquest Channel Divinity: Conquering Presence
+ You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Oath of Conquest Channel Divinity: Guided Strike (Oath of Conquest)
+ Oath of Conquest Channel Divinity: Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
- Oath of Conquest: Aura of Conquest (Oath of Conquest)
- Starting at 7th level, you emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened.
+ Oath of Conquest: Aura of Conquest
+ Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.
+ If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet
+
- Oath of Conquest: Implacable Spirit (Oath of Conquest)
- Once you reach 15th level, you can no longer be charmed.
+ Oath of Conquest: Scornful Rebuke
+ Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you’re not incapacitated.
+
- Oath of Conquest: Invincible Conquerer (Oath of Conquest)
- At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
+ Oath of Conquest: Invincible Conqueror
+ At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:• You have resistance to all damage.
@@ -74,9 +80,9 @@
-
+
+
-
\ No newline at end of file
diff --git a/Character/Classes/Paladin/Paladin (Redemption).xml b/Character/Classes/Paladin/Paladin (Redemption).xml
new file mode 100644
index 00000000..3d724bf0
--- /dev/null
+++ b/Character/Classes/Paladin/Paladin (Redemption).xml
@@ -0,0 +1,90 @@
+
+
+
+ Paladin (Redemption)
+
+
+
+ Sacred Oath: Oath of Redemption
+ The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
+ While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
+
+ Tenets of Redemption:
+ The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
+
+ Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
+
+ Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
+
+ Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
+
+ Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
+
+ This Sacred Oath is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Oath of Redemption: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ 3rd - shield, sleep
+ 5th - hold person, ray of enfeeblement
+ 9th - counterspell, hypnotic pattern
+ 13th - Otiluke's resilient sphere, stoneskin
+ 17th - hold monster, wall of force
+
+
+ Oath of Redemption: Armor of Peace
+ Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren’t wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.
+
+
+ Oath of Redemption: Warrior of Reconciliation
+ At 3rd level, you foreswear the weapons of war in favor of simple tools. While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature’s life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can’t order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points.
+
+
+ Oath of Redemption Channel Divinity: Emissary of Peace
+ You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.
+
+
+ Oath of Redemption Channel Divinity: Rebuke the Violent
+ You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
+
+
+
+
+ Oath of Redemption: Aura of the Guardian
+ Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. This feature doesn’t transfer any other effects that might accompany the damage.
+ At 18th level, the range of this aura increases to 30 feet (omitted from source)
+
+
+
+
+ Oath of Redemption: Protective Spirit
+ Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
+
+
+
+
+ Oath of Redemption: Emissary of Redemption
+ At 20th level, you become an avatar of peace, which gives you two benefits:
+
+ • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
+
+ • Whenever a creature damages you, it takes damage equal to half the amount it dealt to you.
+
+ If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Character/Classes/Ranger/Ranger (Horizon Walker).xml b/Character/Classes/Ranger/Ranger (Horizon Walker).xml
index d0a46836..57bd5cf4 100644
--- a/Character/Classes/Ranger/Ranger (Horizon Walker).xml
+++ b/Character/Classes/Ranger/Ranger (Horizon Walker).xml
@@ -7,6 +7,8 @@
Ranger Conclave: Horizon WalkerRangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ This Monastic Tradition is from Unearthed Arcana: Ranger & Rogue, and as such may not be allowed in your game. Consult your DM before choosing this option.
diff --git a/Character/Classes/Ranger/Ranger (Monster Slayer).xml b/Character/Classes/Ranger/Ranger (Monster Slayer).xml
new file mode 100644
index 00000000..861ee0e2
--- /dev/null
+++ b/Character/Classes/Ranger/Ranger (Monster Slayer).xml
@@ -0,0 +1,68 @@
+
+
+
+ Ranger (Monster Slayer)
+
+
+
+ Ranger Conclave: Monster Slayer
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+
+ Monster Slayer: Slayer’s Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.
+
+ 3rd-protection from evil and good
+ 5th-zone of truth
+ 9th-magic circle
+ 13th-banishment
+ 17th-planar binding
+
+
+ Monster Slayer: Slayer’s Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+
+
+
+
+ Monster Slayer: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.
+
+
+
+
+
+ Monster Slayer: Relentless Slayer
+ At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+
+
+
+
+ Monster Slayer: Slayer’s Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Character/Classes/Sorcerer/Sorcerer (Favored Soul).xml b/Character/Classes/Sorcerer/Sorcerer (Favored Soul).xml
index 9f92ab3b..41df50ab 100644
--- a/Character/Classes/Sorcerer/Sorcerer (Favored Soul).xml
+++ b/Character/Classes/Sorcerer/Sorcerer (Favored Soul).xml
@@ -1,27 +1,22 @@
-
+ Sorcerer (Favored Soul)Sorcerous Origin: Favored Soul (UA)
- Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
- Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
+ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of celestial magic.
+ Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command celestial power, these sorcerers can undermine the existing order and claim a direct tie to the divine. In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
- This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.
- Another version of Favored Soul appeared in the earlier Unearthed Arcana: Class Design Variants (melee-combat focused)
+ This sorcerous Origin is from Unearthed Arcana: Revised Subclasses and as such may not be allowed in your game. Consult your DM before choosing this class option.
+ This had an earlier version included in Unearthed Arcana: Sorcerer and before that Unearthed Arcana: Class Design VariantsFavored Soul: Divine MagicYour link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
-
-
- Favored Soul: Supernatural Resilience
- At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
-
+ You also learn the cure wounds spell, which doesn't count against your number of sorcerer spells known.Favored Soul: Favored by the Gods
@@ -33,27 +28,24 @@
- Favored Soul: Blessed Countenance
- At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
- Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
-
+ Favored Soul: Empowered Healing
+ Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.
- Favored Soul: Divine Purity
- At 14th level, you become immune to disease, poison damage, and the poisoned condition.
-
+ Favored Soul: Angelic Form
+ At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
+ In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you’re incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.Favored Soul: Unearthly Recovery
- At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
+ At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.
-
diff --git a/Character/Classes/Sorcerer/Sorcerer (Phoenix).xml b/Character/Classes/Sorcerer/Sorcerer (Phoenix).xml
index 14871fdb..cc232443 100644
--- a/Character/Classes/Sorcerer/Sorcerer (Phoenix).xml
+++ b/Character/Classes/Sorcerer/Sorcerer (Phoenix).xml
@@ -10,41 +10,38 @@
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
-
+ Phoenix Soul Quirks
-
+ 1 — You absentmindedly ignite small fires that quickly sputter out.
-
+ 2 — You cackle like a fiend when you unleash your fire spells.
-
+ 3 — You admire fire, even if it burns your friends.
-
+ 4 — You are covered in burns that mark the first time your power manifested.
-
+ 5 — You like your food charred.
-
+ 6 — You are brave to the point of recklessness.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Phoenix Sorcery: IgniteAt 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
- Phoenix Sorcery: Mantle of FlameStarting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
-
+ • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
-
+ • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
-
- • Whenever you roll fire damage on your turn,
- the roll gains a bonus to equal to your Charisma modifier.
+
+ • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -55,7 +52,6 @@
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -63,7 +59,6 @@
Phoenix Sorcery: Nourishing FireStarting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
-
@@ -71,13 +66,12 @@
Phoenix Sorcery: Form of the PhoenixAt 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
-
+ • You have a flying speed of 40 feet and can hover.
-
+ • You have resistance to all damage.
-
+ • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
-
diff --git a/Character/Classes/Sorcerer/Sorcerer (Stone).xml b/Character/Classes/Sorcerer/Sorcerer (Stone).xml
index b98afa0d..58813eee 100644
--- a/Character/Classes/Sorcerer/Sorcerer (Stone).xml
+++ b/Character/Classes/Sorcerer/Sorcerer (Stone).xml
@@ -8,18 +8,18 @@
Sorcerous Origin: Stone Sorcery (UA)Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Stone Sorcery: Bonus ProficienciesAt 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
-
+ Stone Sorcery: Metal MagicYour affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
+ 1st — compelled duel1st — searing smite1st — thunderous smite
@@ -29,24 +29,27 @@
3rd — blinding smite3rd — elemental weapon4th — staggering smite.
- Stone Sorcery: Stone's DurabilityAt 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
- Stone Sorcery: Stone Aegis
- Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.
- As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
- In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see
- within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
-
+ Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection:
+
+ As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target.
+ Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4.
+ This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
+
+ In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker.
+ You can teleport only if you and the attacker are on the same surface.
+ You can then make one melee weapon attack against the attacker.
+ If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
@@ -54,7 +57,6 @@
Stone Sorcery: Stone's EdgeStarting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
-
@@ -62,7 +64,6 @@
Stone Sorcery: Earth Master's AegisBeginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
-
diff --git a/Character/Classes/Warlock/Warlock (Celestial).xml b/Character/Classes/Warlock/Warlock (Celestial).xml
new file mode 100644
index 00000000..9ec11d67
--- /dev/null
+++ b/Character/Classes/Warlock/Warlock (Celestial).xml
@@ -0,0 +1,74 @@
+
+
+
+ Warlock (Celestial)
+
+
+
+ Otherworldly Patron: The Celestial (UA)
+ Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
+
+ Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
+
+ Expanded Spell List:
+ The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ 1st - burning hands, cure wounds
+ 2nd - flaming sphere, lesser restoration
+ 3rd - daylight, revivify
+ 4th - guardian of faith, wall of fire
+ 5th - flame strike, greater restoration
+
+ This Otherworldy Patron is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Light, Dark, Underdark!, where it was called Undying Light
+
+
+
+ The Celestial: Bonus Cantrips
+ At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
+
+
+ The Celestial: Healing Light
+ At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
+ As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
+ Your pool regains all expended dice when you finish a long rest.
+
+
+
+
+
+ The Celestial: Radiant Soul
+ Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice.
+
+
+
+
+
+ The Celestial: Celestial Resilience
+ Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
+
+
+
+
+
+ The Celestial: Searing Vengeance
+ Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
+ Once you use this feature, you can’t use it again until you finish a long rest.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Character/Classes/Warlock/Warlock (Raven Queen).xml b/Character/Classes/Warlock/Warlock (Raven Queen).xml
index e6c6862b..8cf978b3 100644
--- a/Character/Classes/Warlock/Warlock (Raven Queen).xml
+++ b/Character/Classes/Warlock/Warlock (Raven Queen).xml
@@ -20,7 +20,17 @@
4th - ice storm, locate creature5th - commune, cone of cold
-
+
+
+ The Raven Queen: Sentinel Raven
+ Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
+ While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
+ You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
+ In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
+ The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
+ The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
+ At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
+
diff --git a/Character/Classes/Warlock/Warlock (Undying Light).xml b/Character/Classes/Warlock/Warlock (Undying Light).xml
deleted file mode 100644
index 06ae6a36..00000000
--- a/Character/Classes/Warlock/Warlock (Undying Light).xml
+++ /dev/null
@@ -1,70 +0,0 @@
-
-
-
- Warlock (Undying Light)
-
-
-
- Otherworldly Patron: The Undying Light (UA)
- Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.
- Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
- As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.
-
- d6 - Quirk
- 1 — You are afraid of the dark, and must always have a light source at hand.
- 2 — You have a nervous compulsion to keep a bright light in even the barest shadow.
- 3 — You have a compulsion to enter and illuminate dark areas.
- 4 — You have an overwhelming hatred of undead creatures.
- 5 — You fidget and are irritable when you can't see the sun.
- 6 — In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.
-
- Expanded Spell List:
- The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
-
- 1st - burning hands
- 2nd - flaming sphere
- 3rd - daylight
- 4th - fire shield
- 5th - flame strike
-
- This Otherworldy Patron is from Unearthed Arcana: Light, Dark, Underdark!, and as such may not be allowed in your game. Consult your DM before choosing this option.
-
-
- The Undying Light: Radiant Soul
- Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known.
-
-
-
-
-
- The Undying Light: Searing Vengeance
- Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
- Once you use this feature, you can't use it again until you finish a long rest.
-
-
-
-
-
- The Undying Light: Radiant Resilience
- Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
-
-
-
-
-
- The Undying Light: Healing Light
- At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.
- You regain all expended dice from your pool when you finish a long rest.
-
-
-
-
-
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/Character/Classes/Warlock/Warlock.xml b/Character/Classes/Warlock/Warlock.xml
index 0a0657e6..1ac6f2fb 100644
--- a/Character/Classes/Warlock/Warlock.xml
+++ b/Character/Classes/Warlock/Warlock.xml
@@ -1,2192 +1,1431 @@
- Warlock
- 8
- Wisdom, Charisma
- Charisma
- 2,1,0,0,0,0,0,0,0,0
- 2,2,0,0,0,0,0,0,0,0
- 2,0,2,0,0,0,0,0,0,0
- 3,0,2,0,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
-
-
- Starting Proficiencies
- You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor
- Weapons: simple weapons
- Tools: none
- Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
-
-
- Starting Equipment
- You start with the following items, plus anything provided by your background.
-
- • (a) a light crossbow and 20 bolts or (b) any simple weapon
- • (a) a component pouch or (b) an arcane focus
- • (a) a scholar's pack or (b) a dungeoneer's pack
- • Leather armor, any simple weapon, and two daggers
-
- Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
-
-
+ Warlock
+ 8
+ Wisdom, Charisma
+ Charisma
+ 2,1,0,0,0,0,0,0,0,0
+ 2,2,0,0,0,0,0,0,0,0
+ 2,0,2,0,0,0,0,0,0,0
+ 3,0,2,0,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+
+
+ Starting Proficiencies
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ Armor: light armor
+ Weapons: simple weapons
+ Tools: none
+ Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
+
+
+ Starting Equipment
+ You start with the following items, plus anything provided by your background.
+
+ • (a) a light crossbow and 20 bolts or (b) any simple weapon
+ • (a) a component pouch or (b) an arcane focus
+ • (a) a scholar's pack or (b) a dungeoneer's pack
+ • Leather armor, any simple weapon, and two daggers
+
+ Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
+
+
-
-
- Otherworldly Patron
- At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
-
+
+
+ Otherworldly Patron
+ At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
+
-
- Pact Magic
- Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
-
- Cantrips
- You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
-
- Spell Slots
- The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
-
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
- You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
- Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
-
- Spellcasting Ability
- Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
- Spell save DC: 8 + Proficiency bonus + Charisma modifier
- Spell attack modifier: Proficiency bonus + Charisma modifier
-
- Spellcasting Focus
- You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
-
+
+ Pact Magic
+ Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
+
+ Cantrips
+ You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
+
+ Spell Slots
+ The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
+ For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
+
+ Spells Known of 1st Level and Higher
+ At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
+ You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
+ Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability
+ Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
+ Spell save DC: 8 + Proficiency bonus + Charisma modifier
+ Spell attack modifier: Proficiency bonus + Charisma modifier
+
+ Spellcasting Focus
+ You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
+
-
+
-
-
- Eldritch Invocations
- In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
- At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
- Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
-
-
+
+
+ Eldritch Invocations
+ In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
+ At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
+ Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
+
+
-
-
- Pact Boon: Pact of the Chain
- You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
-
-
- Pact Boon: Pact of the Blade
- You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
-
-
- Pact Boon: Pact of the Tome
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
-
-
+
+
+ Pact Boon: Pact of the Chain
+ You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
+ When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
+ Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
+
+
+ Pact Boon: Pact of the Blade
+ You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
+ You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
+
+
+ Pact Boon: Pact of the Tome
+ Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
+
+
-
-
- Ability Score Improvement
- When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
+
-
-
- Mystic Arcanum (6th level)
- At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
-
-
+
+
+ Mystic Arcanum (6th level)
+ At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+ At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
+
+
-
-
- Ability Score Improvement
- When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Ability Score Improvement
+ When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Mystic Arcanum (7th level)
- At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Mystic Arcanum (7th level)
+ At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
- Mystic Arcanum (8th level)
- At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
+ Mystic Arcanum (8th level)
+ At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Ability Score Improvement
- When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Mystic Arcanum (9th level)
- At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Mystic Arcanum (9th level)
+ At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Master
- At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Master
+ At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
+
-
+
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
- Eldritch Invocation: Ascendant Step
- Prerequisite: 9th level
-
- You can cast levitate on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Minions of Chaos
- Prerequisite: 9th level
-
- You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Otherworldly Leap
- Prerequisite: 9th level
-
- You can cast jump on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Whispers of the Grave
- Prerequisite: 9th level
-
- You can cast speak with dead at will, without expending a spell slot.
-
+ Eldritch Invocation: Ascendant Step
+ Prerequisite: 9th level
+
+ You can cast levitate on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Minions of Chaos
+ Prerequisite: 9th level
+
+ You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Otherworldly Leap
+ Prerequisite: 9th level
+
+ You can cast jump on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Whispers of the Grave
+ Prerequisite: 9th level
+
+ You can cast speak with dead at will, without expending a spell slot.
+
+
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
- Eldritch Invocation: Lifedrinker
- Prerequisite: 12th level, Pact of the Blade feature
-
- When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
+ Eldritch Invocation: Lifedrinker
+ Prerequisite: 12th level, Pact of the Blade feature
+
+ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
+
+
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Ascendant Step
+ Prerequisite: 9th level
+
+ You can cast levitate on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Minions of Chaos
+ Prerequisite: 9th level
+
+ You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Otherworldly Leap
+ Prerequisite: 9th level
+
+ You can cast jump on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
+
+ Eldritch Invocation: Whispers of the Grave
+ Prerequisite: 9th level
+
+ You can cast speak with dead at will, without expending a spell slot.
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Ascendant Step
- Prerequisite: 9th level
-
- You can cast levitate on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Minions of Chaos
- Prerequisite: 9th level
-
- You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Otherworldly Leap
- Prerequisite: 9th level
-
- You can cast jump on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
- Eldritch Invocation: Whispers of the Grave
- Prerequisite: 9th level
-
- You can cast speak with dead at will, without expending a spell slot.
-
-
- Eldritch Invocation: Chains of Carceri
- Prerequisite: 15th level, Pact of the Chain feature
-
- You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
-
-
- Eldritch Invocation: Master of Myriad Forms
- Prerequisite: 15th level
-
- You can cast alter self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Visions of Distant Realms
- Prerequisite: 15th level
-
- You can cast arcane eye at will, without expending a spell slot.
-
-
- Eldritch Invocation: Witch Sight
- Prerequisite: 15th level
-
- You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
+ Eldritch Invocation: Chains of Carceri
+ Prerequisite: 15th level, Pact of the Chain feature
+
+ You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
+
+
+ Eldritch Invocation: Master of Myriad Forms
+ Prerequisite: 15th level
+
+ You can cast alter self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Visions of Distant Realms
+ Prerequisite: 15th level
+
+ You can cast arcane eye at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Witch Sight
+ Prerequisite: 15th level
+
+ You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
+
+
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Ascendant Step
+ Prerequisite: 9th level
+
+ You can cast levitate on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Lifedrinker
+ Prerequisite: 12th level, Pact of the Blade feature
+
+ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Minions of Chaos
+ Prerequisite: 9th level
+
+ You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Otherworldly Leap
+ Prerequisite: 9th level
+
+ You can cast jump on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
+
+ Eldritch Invocation: Whispers of the Grave
+ Prerequisite: 9th level
+
+ You can cast speak with dead at will, without expending a spell slot.
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Ascendant Step
- Prerequisite: 9th level
-
- You can cast levitate on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Lifedrinker
- Prerequisite: 12th level, Pact of the Blade feature
-
- When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Minions of Chaos
- Prerequisite: 9th level
-
- You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Otherworldly Leap
- Prerequisite: 9th level
-
- You can cast jump on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
- Eldritch Invocation: Whispers of the Grave
- Prerequisite: 9th level
-
- You can cast speak with dead at will, without expending a spell slot.
-
-
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Ascendant Step
- Prerequisite: 9th level
-
- You can cast levitate on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Chains of Carceri
- Prerequisite: 15th level, Pact of the Chain feature
-
- You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Lifedrinker
- Prerequisite: 12th level, Pact of the Blade feature
-
- When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Master of Myriad Forms
- Prerequisite: 15th level
-
- You can cast alter self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Minions of Chaos
- Prerequisite: 9th level
-
- You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Otherworldly Leap
- Prerequisite: 9th level
-
- You can cast jump on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
-
- Eldritch Invocation: Visions of Distant Realms
- Prerequisite: 15th level
-
- You can cast arcane eye at will, without expending a spell slot.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
- Eldritch Invocation: Whispers of the Grave
- Prerequisite: 9th level
-
- You can cast speak with dead at will, without expending a spell slot.
-
-
- Eldritch Invocation: Witch Sight
- Prerequisite: 15th level
-
- You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
-
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Ascendant Step
+ Prerequisite: 9th level
+
+ You can cast levitate on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Chains of Carceri
+ Prerequisite: 15th level, Pact of the Chain feature
+
+ You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Lifedrinker
+ Prerequisite: 12th level, Pact of the Blade feature
+
+ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Master of Myriad Forms
+ Prerequisite: 15th level
+
+ You can cast alter self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Minions of Chaos
+ Prerequisite: 9th level
+
+ You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Otherworldly Leap
+ Prerequisite: 9th level
+
+ You can cast jump on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
+
+ Eldritch Invocation: Visions of Distant Realms
+ Prerequisite: 15th level
+
+ You can cast arcane eye at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
+
+ Eldritch Invocation: Whispers of the Grave
+ Prerequisite: 9th level
+
+ You can cast speak with dead at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Witch Sight
+ Prerequisite: 15th level
+
+ You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
+
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
-
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Aspect of the Moon (UA)
+ Prerequisite: Pact of the Tome feature
+
+ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard
+
+
+ Eldritch Invocation: Cloak of Flies (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action.
+ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Cloak of Baalzebul
+
+
+ Eldritch Invocation: Eldritch Smite (UA)
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
+ If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Claw of Acamar, Curse Bringer, Mace of Dispater, Moon Bow
+
+
+ Eldritch Invocation: Frost Lance (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Grasp of Hadar (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Gift of the Ever-Living Ones (UA)
+ Prerequisite: Pact of the Chain
+
+ Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Green Lord’s Gift
+
+
+ Eldritch Invocation: Improved Pact Weapon (UA)
+ Prerequisite: Pact of the Blade feature
+
+ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
+ In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
+
+
+ Eldritch Invocation: Gift of the Depths (UA)
+ Prerequisite: 5th level
+
+ You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+ You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Sea Twins’ Gift
+
+
+ Eldritch Invocation: Kiss of Mephistopheles (UA)
+ Prerequisite: 5th level, eldritch blast cantrip
+
+ When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Maddening Hex (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was split between Burning Hex and Chilling Hex
+
+
+ Eldritch Invocation: Tomb of Levistus (UA)
+ Prerequisite: 5th level
+
+ As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
-
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
+
+
+ Eldritch Invocation: Ghostly Gaze (UA)
+ Prerequisite: 7th level
+
+ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Gaze of Khirad
+
+
+ Eldritch Invocation: Relentless Hex (UA)
+ Prerequisite: 7th level
+
+ Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Trickster’s Escape (UA)
+ Prerequisite: 7th level
+
+ You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Path of the Seeker.
+
+
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Shroud of Shadow (UA)
+ Prerequisite: 15th level
+
+ You can cast invisibility at will, without expending a spell slot.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Shroud of Ulban.
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
-
-
- Eldritch Invocation: Shroud of Ulban (UA)
- Prerequisite: 18th level, the Great Old One patron
-
- The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
-
+
+
+
+ Eldritch Invocation: Caiphon's Beacon (UA)
+ Prerequisite: The Great Old One patron
+
+ The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Chronicle of the Raven Queen (UA)
+ Prerequisite: The Raven Queen patron, Pact of the Tome feature
+
+ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Raven Queen’s Blessing (UA)
+ Prerequisite: Raven Queen patron, eldritch blast cantrip
+
+ When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Seeker’s Speech (UA)
+ Prerequisite: The Seeker patron
+
+ Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+
+ Eldritch Invocation: Claw of Acamar (UA)
+ Prerequisite: The Great Old One patron, Pact of the Blade feature
+
+ You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Curse Bringer (UA)
+ Prerequisite: The Hexblade patron, Pact of the Blade feature
+
+ You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration.
+ When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Mace of Dispater (UA)
+ Prerequisite: The Fiend patron, Pact of the Blade feature
+
+ When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Moon Bow (UA)
+ Prerequisite: The Archfey patron, Pact of the Blade feature
+
+ You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
-
+
-
+
Eldritch Invocation: Agonizing BlastWarlock Eldritch Invocation
@@ -2391,184 +1630,237 @@
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Warlock Eldritch Invocation
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Warlock Eldritch Invocation
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Shroud of Ulban (UA)
- Warlock Eldritch Invocation
- Prerequisite: 18th level, the Great Old One patron
-
- The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
-
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Aspect of the Moon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Tome feature
+
+ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard
+
+
+ Eldritch Invocation: Maddening Hex (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was split between Burning Hex and Chilling Hex
+
+
+ Eldritch Invocation: Caiphon's Beacon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Great Old One patron
+
+ The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Chronicle of the Raven Queen (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Raven Queen patron, Pact of the Tome feature
+
+ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Claw of Acamar (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Great Old One patron, Pact of the Blade feature
+
+ You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Cloak of Flies (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action.
+ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Cloak of Baalzebul
+
+
+ Eldritch Invocation: Eldritch Smite (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
+ If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Claw of Acamar, Curse Bringer, Mace of Dispater, Moon Bow
+
+
+ Eldritch Invocation: Curse Bringer (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Hexblade patron, Pact of the Blade feature
+
+ You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
+ When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Kiss of Mephistopheles (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level, eldritch blast cantrip
+
+ When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Frost Lance (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Ghostly Gaze (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Gaze of Khirad
+
+
+ Eldritch Invocation: Grasp of Hadar (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Gift of the Ever-Living Ones (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Chain
+
+ Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Green Lord’s Gift
+
+
+ Eldritch Invocation: Improved Pact Weapon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Blade feature
+
+ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
+ In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Mace of Dispater (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Fiend patron, Pact of the Blade feature
+
+ When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Moon Bow (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Archfey patron, Pact of the Blade feature
+
+ You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Trickster’s Escape (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Path of the Seeker.
+
+
+ Eldritch Invocation: Raven Queen’s Blessing (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Raven Queen patron, eldritch blast cantrip
+
+ When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Relentless Hex (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Gift of the Depths (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+ You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Sea Twins’ Gift
+
+
+ Eldritch Invocation: Seeker’s Speech (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Seeker patron
+
+ Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Shroud of Shadow (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 15th level
+
+ You can cast invisibility at will, without expending a spell slot.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Shroud of Ulban.
+
+
+ Eldritch Invocation: Tomb of Levistus (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
\ No newline at end of file
diff --git a/Character/Feats.xml b/Character/Feats.xml
index ae09c091..f49690ee 100644
--- a/Character/Feats.xml
+++ b/Character/Feats.xml
@@ -1,6 +1,6 @@
-
+ ActorSkilled at mimicry and dramatics, you gain the following benefits:• Increase your Charisma score by 1, to a maximum of 20.
@@ -12,7 +12,7 @@
Source: Player's Handbook, page 165charisma +1
-
+ AlertAlways on the lookout for danger, you gain the following
@@ -25,7 +25,7 @@
Source: Player's Handbook, page 165initiative +5
-
+ AthleteYou have undergone extensive physical training to gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20.
@@ -37,7 +37,7 @@
Source: Player's Handbook, page 165 and 6/10/2015 errata
-
+ ChargerWhen you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
@@ -45,7 +45,7 @@
Source: Player's Handbook, page 165
-
+ Crossbow ExpertThanks to extensive practice with the crossbow, you gain the following benefits:
@@ -57,14 +57,14 @@
Source: Player's Handbook, page 165
-
+ Defensive DuelistDexterity 13 or higherWhen you are wielding a finesse weapon with which you are proficient 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, potentially causing the attack to miss you.Source: Player's Handbook, page 165
-
+ Dragonmark of Detectionhalf-elfYour have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house.
@@ -81,7 +81,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of Findinghalf-orc or humanYour have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house.
@@ -98,7 +98,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HandlinghumanYour have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house.
@@ -115,7 +115,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HealinghalflingYour have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house.
@@ -132,7 +132,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HospitalityhalflingYour have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house.
@@ -149,7 +149,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of MakinghumanYour have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house.
@@ -166,7 +166,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of PassagehumanYour have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house.
@@ -183,7 +183,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of ScribinggnomeYour have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house.
@@ -200,7 +200,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of SentinelhumanYour have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house.
@@ -217,7 +217,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of ShadowelfYour have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses.
@@ -234,7 +234,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of Stormhalf-elfYour have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house.
@@ -251,7 +251,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of WardingdwarfYour have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house.
@@ -268,7 +268,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dual WielderYou master fighting with two weapons, gaining the following benefits:
@@ -280,7 +280,7 @@
Source: Player's Handbook, page 165
-
+ Dungeon DelverAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
@@ -294,7 +294,7 @@
Source: Player's Handbook, page 166
-
+ DurableHardy and resilient, you gain the following benefits:
@@ -305,7 +305,7 @@
Source: Player's Handbook, page 166constitution +1
-
+ Elemental AdeptThe ability to cast at least one spellWhen you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
@@ -316,7 +316,7 @@
Source: Player's Handbook, page 166
-
+ GrapplerStrength 13 or higherYou've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
@@ -327,7 +327,7 @@
Source: Player's Handbook, page 167 and 6/10/2015 errata
-
+ Great Weapon MasterYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
@@ -337,7 +337,7 @@
Source: Player's Handbook, page 167
-
+ HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
@@ -347,7 +347,7 @@
Source: Player's Handbook, page 167
-
+ Heavily ArmoredProficiency with medium armorYou have trained to master the use of heavy armor, gaining the following benefits:
@@ -359,7 +359,7 @@
Source: Player's Handbook, page 167strength +1
-
+ Heavy Armor MasterProficiency with heavy armorYou can use your armor to deflect strikes that would kill others. You gain the following benefits:
@@ -371,14 +371,14 @@
Source: Player's Handbook, page 167strength +1
-
+ Inspiring LeaderCHA 13You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.Source: Player's Handbook, page 167
-
+ Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
@@ -393,7 +393,7 @@
Source: Player's Handbook, page 167intelligence +1
-
+ Lightly ArmoredYou have trained to master the use of light armor, gaining the following benefits:
@@ -403,7 +403,7 @@
Source: Player's Handbook, page 167
-
+ LinguistYou have studied languages and codes, gaining the following benefits:
@@ -416,7 +416,7 @@
Source: Player's Handbook, page 167intelligence +1
-
+ LuckyYou have inexplicable luck that seems to kick in at just the right moment.
@@ -428,7 +428,7 @@
Source: Player's Handbook, page 167
-
+ Mage SlayerYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
@@ -440,7 +440,7 @@
Source: Player's Handbook, page 168
-
+ Magic InitiateChoose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
@@ -450,7 +450,7 @@
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ Martial AdeptYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
@@ -460,7 +460,7 @@
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ Medium Armor MasterProficiency with medium armorYou have practiced moving in medium armor to gain the following benefits:
@@ -471,7 +471,7 @@
Source: Player's Handbook, page 168
-
+ MobileYou are exceptionally speedy and agile. You gain the following benefits:
@@ -484,7 +484,7 @@
Source: Player's Handbook, page 168speed +10
-
+ Moderately ArmoredProficiency with light armorYou have trained to master the use of medium armor and shields, gaining the following benefits:
@@ -495,7 +495,7 @@
Source: Player's Handbook, page 168
-
+ Mounted CombatantYou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
@@ -507,7 +507,7 @@
Source: Player's Handbook, page 168
-
+ ObservantQuick to notice details of your environment, you gain the following benefits:
@@ -520,7 +520,7 @@
Source: Player's Handbook, page 168passive wisdom +5
-
+ Polearm MasterYou can keep your enemies at bay with reach weapons. You gain the following benefits:
@@ -530,7 +530,7 @@
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ ResilientChoose one ability score. You gain the following benefits:
@@ -540,7 +540,7 @@
Source: Player's Handbook, page 168
-
+ Ritual CasterIntelligence or Wisdom 13 or higherYou have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
@@ -551,11 +551,11 @@
Source: Player's Handbook, page 169
-
+ Savage AttackerOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
-
+ SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
@@ -567,7 +567,7 @@
Source: Player's Handbook, page 169 and 6/10/2015 errata
-
+ SharpshooterYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
@@ -579,7 +579,7 @@
Source: Player's Handbook, page 170
-
+ Shield MasterYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
@@ -591,13 +591,13 @@
Source: Player's Handbook, page 170
-
+ SkilledYou gain proficiency in any combination of three skills or tools of your choice.Source: Player's Handbook, page 170
-
+ SkulkerDexterity 13 or higherYou are expert at slinking through shadows. You gain the following benefits:
@@ -610,7 +610,7 @@
Source: Player's Handbook, page 170
-
+ Spell SniperThe ability to cast at least one spellYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
@@ -623,7 +623,7 @@
Source: Player's Handbook, page 170
-
+ Svirfneblin MagicGnome (deep gnome)You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
@@ -632,7 +632,7 @@
Source: Elemental Evil Player's Companion, page 7
-
+ Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
@@ -646,13 +646,13 @@
Source: Player's Handbook, page 170 and 6/10/2015 errata
-
+ ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.Source: Player's Handbook, page 170
-
+ War CasterThe ability to cast at least one spellYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
@@ -665,7 +665,7 @@
Source: Player's Handbook, page 170
-
+ Weapon MasterYou have practiced extensively with a variety of weapons, gaining the following benefits:
diff --git a/Character/Races.xml b/Character/Races.xml
index e50f295d..3cf6d667 100644
--- a/Character/Races.xml
+++ b/Character/Races.xml
@@ -1,6 +1,6 @@
-
+ AarakocraM25
@@ -18,7 +18,7 @@
You can speak, read, and write Common, Aarakocra, and Auran.
-
+ Genasi (Air)M30
@@ -36,7 +36,7 @@
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Elf (Drow)M30
@@ -75,7 +75,7 @@
You have proficiency with rapiers, shortswords, and hand crossbows.
-
+ Gnome (Deep)S25
@@ -97,7 +97,7 @@
You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
-
+ DragonbornM30
@@ -123,7 +123,7 @@
You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
-
+ Genasi (Earth)M30
@@ -141,7 +141,7 @@
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Elf (Eladrin)M30
@@ -176,7 +176,7 @@
You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
-
+ Genasi (Fire)M30
@@ -198,7 +198,7 @@
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Gnome (Forest)S25
@@ -224,7 +224,7 @@
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
-
+ GoliathM30
@@ -251,7 +251,7 @@
You can speak, read, and write Common and Giant.
-
+ Half-ElfM30
@@ -277,7 +277,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-OrcM30
@@ -304,7 +304,7 @@
You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
-
+ Elf (High)M30
@@ -339,7 +339,7 @@
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
-
+ Dwarf (Hill)M25
@@ -373,7 +373,7 @@
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
-
+ HumanM30
@@ -383,7 +383,7 @@
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
-
+ Human (Variant)M30
@@ -404,7 +404,7 @@
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
-
+ Halfling (Lightfoot)S25
@@ -430,7 +430,7 @@
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
-
+ Dwarf (Mountain)M25
@@ -464,7 +464,7 @@
You have proficiency with light and medium armor.
-
+ Shifter (Razorclaw)M30
@@ -490,7 +490,7 @@
While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
-
+ Gnome (Rock)S25
@@ -524,7 +524,7 @@
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
-
+ Halfling (Stout)S25
@@ -550,7 +550,8 @@
You have advantage on saving throws against poison, and you have resistance against poison damage.
-
+
+ Tiefling (Infernal)M30
@@ -591,7 +592,7 @@
Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone
-
+ Genasi (Water)M30
@@ -617,33 +618,7 @@
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
- Shifter (Wildhunt)
- M
- 30
- Dex 1, Wis 1
-
- Darkvision
- Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
-
- Shifting
- On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
-
- While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.
-
- You must finish a short or long rest before you can shift again.
-
-
- Languages
- You can speak, read, and write Common and Sylvan.
-
-
- Shifting Feature
- While shifting, you gain advantage on all Wisdom-based checks and saving throws.
-
-
-
+ Elf (Wood)M35
@@ -682,7 +657,7 @@
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
-
+ Dwarf (Duergar)M25
@@ -720,7 +695,7 @@
You have disadvantage on attack rolls and 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.
-
+ Half-Elf (Wood Elf Descent)M30
@@ -756,7 +731,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Moon Elf or Sun Elf Descent)M30
@@ -789,7 +764,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Drow Descent)M30
@@ -819,7 +794,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Aquatic Elf Descent)M30
@@ -850,7 +825,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Halfling (Ghostwise)S25
@@ -876,7 +851,7 @@
You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
-
+BugbearM30
@@ -907,7 +882,7 @@
You can speak, read, and write Common and Goblin.
-
+Aasimar (Fallen)M30
@@ -940,7 +915,7 @@
Once you use this trait, you can't use it again until you finish a long rest.
-
+Aasimar (Protector)M30
@@ -973,7 +948,7 @@
Once you use this trait, you can't use it again until you finish a long rest.
-
+Aasimar (Scourge)M30
@@ -1006,7 +981,7 @@
Once you use this trait, you can't use it again until you finish a long rest.
-
+FirbolgM30
@@ -1033,7 +1008,7 @@
You can speak, read, and write Common, Elvish, and Giant.
-
+GoblinS30
@@ -1056,7 +1031,7 @@
You can speak, read, and write Common and Goblin.
-
+HobgoblinM30
@@ -1079,7 +1054,7 @@
You can speak, read, and write Common and Goblin.
-
+KenkuM30
@@ -1102,7 +1077,7 @@
You can read and write Common and Auran, but you can speak only using your Mimicry trait
-
+KoboldS30
@@ -1129,7 +1104,7 @@
You can speak, read, and write Common and Draconic.
-
+LizardfolkM30
@@ -1168,7 +1143,7 @@
You can speak, read, and write Common and Draconic.
-
+OrcM30
@@ -1195,7 +1170,7 @@
You can speak, read, and write Common and Orc.
-
+TabaxiM30
@@ -1222,7 +1197,7 @@
You can speak, read, and write Common and one other language of your choice.
-
+TritonM30
@@ -1253,7 +1228,7 @@
You can speak, read, and write Common and Primordial.
-
+Yuan-ti PurebloodM30
diff --git a/Compendiums/Artificer Compendium.xml b/Compendiums/Artificer Compendium.xml
index 0c9d6a35..3dd651d0 100644
--- a/Compendiums/Artificer Compendium.xml
+++ b/Compendiums/Artificer Compendium.xml
@@ -2,7 +2,7 @@
Artificer8
- Intelligence, Constitution
+ Constitution, IntelligenceIntelligence0,0,0,0,0,00,0,0,0,0,0
@@ -108,6 +108,7 @@
+
Ability Score Improvement
@@ -115,7 +116,14 @@
If your DM allows the use of feats, you may instead take a feat.
+
+ Infuse Magic
+ Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effect's occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
+ Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
+ When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
+
+
Superior Attunement
@@ -133,6 +141,7 @@
5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
+
Mechanical Servant
@@ -150,6 +159,7 @@
If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
+
Ability Score Improvement
@@ -157,9 +167,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Wondrous Invention
@@ -202,6 +214,7 @@
15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
+
Ability Score Improvement
@@ -209,9 +222,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Ability Score Improvement
@@ -219,6 +234,7 @@
If your DM allows the use of feats, you may instead take a feat.
+
Wondrous Invention
@@ -306,8 +322,8 @@
Alchemist: Alchemical FormulaAt 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
- To use any of these options, your Alchemist’s Satchel must be within reach.
- If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
+ To use any of these options, your Alchemist’s Satchel must be within reach.
+ If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.Alchemical Formula: Alchemical Fire
@@ -317,12 +333,12 @@
Alchemical Formula: Alchemical AcidAlchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
- This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
+ This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).Alchemical Formula: Healing DraughtAs an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
- This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
+ This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).Alchemical Formula: Smoke Stick
@@ -335,7 +351,7 @@
Alchemical Formula: Tanglefoot BagAs an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn).
- The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
+ The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.Alchemical Formula: Thunderstone
@@ -448,7 +464,7 @@
Artificer !Base8
- Intelligence, Constitution
+ Constitution, IntelligenceIntelligence0,0,0,0,0,00,0,0,0,0,0
@@ -554,6 +570,7 @@
+
Ability Score Improvement
@@ -561,7 +578,14 @@
If your DM allows the use of feats, you may instead take a feat.
+
+ Infuse Magic
+ Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effect's occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
+ Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
+ When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
+
+
Superior Attunement
@@ -579,6 +603,7 @@
5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
+
Mechanical Servant
@@ -596,6 +621,7 @@
If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
+
Ability Score Improvement
@@ -603,9 +629,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Wondrous Invention
@@ -648,6 +676,7 @@
15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
+
Ability Score Improvement
@@ -655,9 +684,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Ability Score Improvement
@@ -665,6 +696,7 @@
If your DM allows the use of feats, you may instead take a feat.
+
Wondrous Invention
@@ -700,8 +732,8 @@
Alchemist: Alchemical FormulaAt 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
- To use any of these options, your Alchemist’s Satchel must be within reach.
- If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
+ To use any of these options, your Alchemist’s Satchel must be within reach.
+ If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.Alchemical Formula: Alchemical Fire
@@ -711,12 +743,12 @@
Alchemical Formula: Alchemical AcidAlchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
- This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
+ This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).Alchemical Formula: Healing DraughtAs an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
- This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
+ This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).Alchemical Formula: Smoke Stick
@@ -729,7 +761,7 @@
Alchemical Formula: Tanglefoot BagAs an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn).
- The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
+ The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.Alchemical Formula: Thunderstone
diff --git a/Compendiums/Barbarian Compendium.xml b/Compendiums/Barbarian Compendium.xml
index 441f48dd..9e79d7c5 100644
--- a/Compendiums/Barbarian Compendium.xml
+++ b/Compendiums/Barbarian Compendium.xml
@@ -252,36 +252,39 @@
Primal Path: Path of the Ancestral Guardian (UA)
- Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
- Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.
- In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
+ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid in a time of need.
+ Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies.
+ In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
- This Primal Path is from Unearthed Arcana: Barbarian Primal Paths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Primal Path is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Barbarian Primal PathsPath of the Ancestral Guardian: Ancestral Protectors
- Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.
+ Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. These warriors distract a foe you strike and hinder its attempts to harm your companions. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the target’s attacks.
- Path of the Ancestral Guardian: Ancestral Shield
- Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than Rage.
+ Path of the Ancestral Guardian: Spirit Shield
+ Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.
+ When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.Path of the Ancestral Guardian: Consult the Spirits
- At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.
+ At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far- off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.
+ After you cast the spell in this way, you can’t do so again until you finish a short or long rest.Path of the Ancestral Guardian: Vengeful Ancestors
- At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.
+ At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.
@@ -504,14 +507,14 @@
Path of the Battlerager: Reckless Abandon
- Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). THey vanish if any of them are left when your rage ends.
+ Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.Path of the Battlerager: Battlerager Charge
- Beginning at 10th level, you can take the DAsh action as a bonus action while you are raging.
+ Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
@@ -745,36 +748,39 @@
Primal Path: Path of the Ancestral Guardian (UA)
- Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
- Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.
- In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
+ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid in a time of need.
+ Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies.
+ In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
- This Primal Path is from Unearthed Arcana: Barbarian Primal Paths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Primal Path is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Barbarian Primal PathsPath of the Ancestral Guardian: Ancestral Protectors
- Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.
+ Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. These warriors distract a foe you strike and hinder its attempts to harm your companions. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the target’s attacks.
- Path of the Ancestral Guardian: Ancestral Shield
- Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than Rage.
+ Path of the Ancestral Guardian: Spirit Shield
+ Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.
+ When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.Path of the Ancestral Guardian: Consult the Spirits
- At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.
+ At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far- off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.
+ After you cast the spell in this way, you can’t do so again until you finish a short or long rest.Path of the Ancestral Guardian: Vengeful Ancestors
- At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.
+ At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.
@@ -805,14 +811,14 @@
Path of the Battlerager: Reckless Abandon
- Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). THey vanish if any of them are left when your rage ends.
+ Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.Path of the Battlerager: Battlerager Charge
- Beginning at 10th level, you can take the DAsh action as a bonus action while you are raging.
+ Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
diff --git a/Compendiums/Bard Compendium.xml b/Compendiums/Bard Compendium.xml
index b29a0e3b..a5941bd5 100644
--- a/Compendiums/Bard Compendium.xml
+++ b/Compendiums/Bard Compendium.xml
@@ -392,48 +392,55 @@
Bard College: College of Swords (UA)
- Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
- Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
- Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
+ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
+ Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
+ Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
- This Bard College is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Bard College is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Kits of OldCollege of Swords: Bonus Proficiencies
- When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.
+ When you join the College of Blades at 3rd level, you gain proficiency with medium armor and scimitars.
+ If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.College of Swords: Fighting Style
- The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature, which is as follows.
+ At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
+
+ Dueling:
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
+
+ Two-Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.College of Swords: Blade Flourish
- At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.
+ At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
+ As an action, you can make one melee weapon attack, and your walking speed increases by 10 feet until the end of the current turn. Whenever you use this action, you can also use one of the following Blade Flourish options as part of it. Defensive Flourish:
- You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
+ You spin your weapon in circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your AC until the start of your next turn.
- Trick Shooter's Flourish:
- This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
+ Slashing Flourish:
+ If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
- Unnerving Flourish:
- Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.
- The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
+ Mobile Flourish:
+ the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.
- College of Swords: Extra Attack
- Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+ College of Swords: Cunning Flourish
+ Beginning at 6th level, you can attack twice, instead of once, whenever you use the Blade Flourish action on your turn. You can, nevertheless, still use only one Blade Flourish option when you take that action.
- College of Swords: Battle Magic
- At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
+ College of Swords: Master’s Flourish
+ Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
@@ -856,48 +863,55 @@
Bard College: College of Swords (UA)
- Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
- Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
- Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
+ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
+ Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
+ Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
- This Bard College is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Bard College is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Kits of OldCollege of Swords: Bonus Proficiencies
- When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.
+ When you join the College of Blades at 3rd level, you gain proficiency with medium armor and scimitars.
+ If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.College of Swords: Fighting Style
- The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature, which is as follows.
+ At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
+
+ Dueling:
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
+
+ Two-Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.College of Swords: Blade Flourish
- At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.
+ At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
+ As an action, you can make one melee weapon attack, and your walking speed increases by 10 feet until the end of the current turn. Whenever you use this action, you can also use one of the following Blade Flourish options as part of it. Defensive Flourish:
- You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
+ You spin your weapon in circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your AC until the start of your next turn.
- Trick Shooter's Flourish:
- This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
+ Slashing Flourish:
+ If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
- Unnerving Flourish:
- Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.
- The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
+ Mobile Flourish:
+ the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.
- College of Swords: Extra Attack
- Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+ College of Swords: Cunning Flourish
+ Beginning at 6th level, you can attack twice, instead of once, whenever you use the Blade Flourish action on your turn. You can, nevertheless, still use only one Blade Flourish option when you take that action.
- College of Swords: Battle Magic
- At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
+ College of Swords: Master’s Flourish
+ Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
diff --git a/Compendiums/Bestiary Compendium.xml b/Compendiums/Bestiary Compendium.xml
index 94cdf54c..61ca3840 100644
--- a/Compendiums/Bestiary Compendium.xml
+++ b/Compendiums/Bestiary Compendium.xml
@@ -63,7 +63,7 @@
Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost
- 1st level {4 slots): alarm*, mage armor, magic missile, shield*
+ 1st level (4 slots): alarm*, mage armor, magic missile, shield*2nd level (3 slots): arcane lock*, invisibility
@@ -1295,10 +1295,6 @@
Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.
-
- Legendary Resistance (3/Day)
- If the dragon fails a saving throw, it can choose to succeed instead.
- MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
@@ -2085,7 +2081,7 @@
Animated TableL
- construct
+ construct, tales from the yawning portalunaligned15 (natural armor)39 (6d10+6)
@@ -2103,7 +2099,7 @@
2Source
- Tales from the Yawning Portal, page 230
+ tales from the yawning portal, page 230Constructed Nature
@@ -5828,7 +5824,7 @@
Centaur MummyL
- undead
+ undead, tales from the yawning portallawful evil13 (natural armor)85 (10d10+30)
@@ -5846,7 +5842,7 @@
6Source
- Tales from the Yawning Portal, page 231
+ tales from the yawning portal, page 231Undead NatureA mummy doesn't require air, food, drink, or sleep.
@@ -7369,7 +7365,7 @@
humanoid (Illuskan human), storm kings thunderneutral12
- 27(5d8+5)
+ 27 (5d8+5)30 ft.1515
@@ -7668,7 +7664,7 @@
Deathlock WightM
- undead
+ undead, tales from the yawning portalneutral evil12 (15 with mage armor)37 (5d8+15)
@@ -7686,7 +7682,7 @@
3Source
- Tales from the Yawning Portal, page 233
+ tales from the yawning portal, page 233Undead NatureA wight doesn't require air, food, drink, or sleep.
@@ -8957,7 +8953,7 @@
Dread WarriorM
- undead
+ undead, tales from the yawning portalneutral evil18 (chain mail, shield)37 (5d8+15)
@@ -8975,7 +8971,7 @@
lSource
- Tales from the Yawning Portal, page 233
+ tales from the yawning portal, page 233Undead NatureA dread warrior doesn't require air, food, drink, or sleep.
@@ -9884,7 +9880,7 @@
Duergar SpyM
- humanoid (dwarf)
+ humanoid (dwarf), tales from the yawning portallawful evil15 (studded leather)33 (6d8+6)
@@ -9902,7 +9898,7 @@
2Source
- Tales from the Yawning Portal, page 234
+ tales from the yawning portal, page 234Cunning ActionOn each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
@@ -13277,7 +13273,7 @@
Giant CrayfishL
- beast
+ beast, tales from the yawning portalunaligned15 (natural armor)45 (7d10+7)
@@ -13296,7 +13292,7 @@
2Source
- Tales from the Yawning Portal, page 235
+ tales from the yawning portal, page 235AmphibiousThe giant crayfish can breathe air and water.
@@ -13307,8 +13303,8 @@
Claw
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1dl0 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
- Claw|4|1dl0+2
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
+ Claw|4|1d10+2
@@ -13562,7 +13558,7 @@
Giant Lightning EelL
- beast
+ beast, tales from the yawning portalunaligned1342 (5d10+15)
@@ -13580,7 +13576,7 @@
3Source
- Tales from the Yawning Portal, page 236
+ tales from the yawning portal, page 236Water BreathingThe eel can breathe only underwater.
@@ -13957,7 +13953,7 @@
Giant Subterranean LizardH
- beast
+ beast, tales from the yawning portalunaligned14 (natural armor)66 (7d12+21)
@@ -13975,7 +13971,7 @@
4Source
- Tales from the Yawning Portal, page 236
+ tales from the yawning portal, page 236Multiattack
@@ -15236,7 +15232,7 @@
Greater ZombieM
- undead
+ undead, tales from the yawning portalneutral evil15 (natural armor)97 (13d8+39)
@@ -15255,7 +15251,7 @@
5Source
- Tales from the Yawning Portal, page 237
+ tales from the yawning portal, page 237Undead NatureA zombie doesn't require air, food, drink, or sleep.
@@ -18246,7 +18242,7 @@
Kalka-KyllaL
- monstrosity
+ monstrosity, tales from the yawning portalneutral15 (natural armor)85 (10d10+30)
@@ -18264,7 +18260,7 @@
3Source
- Tales from the Yawning Portal, page 238
+ tales from the yawning portal, page 238AmphibiousKalka-Kylla can breathe air and water.
@@ -18292,7 +18288,7 @@
KelpieM
- plant
+ plant, tales from the yawning portalneutral evil14 (natural armor)67 (9d8+27)
@@ -18310,7 +18306,7 @@
4Source
- Tales from the Yawning Portal, page 238
+ tales from the yawning portal, page 238AmphibiousThe kelpie can breathe air and water.
@@ -19961,7 +19957,7 @@
Malformed KrakenH
- monstrosity
+ monstrosity, tales from the yawning portalchaotic evil17 (natural armor)172 (15d12+75)
@@ -19979,7 +19975,7 @@
10Source
- Tales from the Yawning Portal, page 239
+ tales from the yawning portal, page 239AmphibiousThe kraken can breathe air and water.
@@ -20008,7 +20004,7 @@
Lightning Storm
- The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet ofit. A target must make a DC 16 Dexterity saving throw, taking 16 (3dl0) lightning damage on a failed save, or half as much damage on a successful one.
+ The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet ofit. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
@@ -22222,7 +22218,7 @@
NereidM
- fey
+ fey, tales from the yawning portalany chaotic alignment1344 (8d8+8)
@@ -22240,7 +22236,7 @@
2Source
- Tales from the Yawning Portal, page 240
+ tales from the yawning portal, page 240AmphibiousThe nereid can breathe air and water.
@@ -23080,7 +23076,7 @@
Ooze MasterH
- undead
+ undead, tales from the yawning portallawful evil9 (natural armor)138 (12d12+60)
@@ -23098,7 +23094,7 @@
10Source
- Tales from the Yawning Portal, page 241
+ tales from the yawning portal, page 241Undead NatureThe ooze master doesn't require air, food, drink, or sleep.
@@ -23110,7 +23106,7 @@
Instinctive Attack
- When the Ooze Master casts a spell with a casting time of l action, it can make one pseudopod attack as a bonus action.
+ When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.Spellcasting
@@ -26483,7 +26479,7 @@
Sea LionL
- monstrosity
+ monstrosity, tales from the yawning portalunaligned15 (natural armor)90 (12d10+24)
@@ -26501,7 +26497,7 @@
5Source
- Tales from the Yawning Portal, page 242
+ tales from the yawning portal, page 242Amphibious
@@ -26864,7 +26860,7 @@
Sharwyn HucreleM
- humanoid (human)
+ humanoid (human), tales from the yawning portalneutral evil16 (Barkskin trait)13 (2d8+4)
@@ -26882,7 +26878,7 @@
1/2Source
- Tales from the Yawning Portal, page 242
+ tales from the yawning portal, page 242Barkskin
@@ -27188,7 +27184,7 @@
Sir BrafordM
- humanoid (human)
+ humanoid (human), tales from the yawning portalneutral evil18 (chain mail, shield)19 (3d8+6)
@@ -27206,18 +27202,18 @@
1/2Source
- Tales from the Yawning Portal, page 243
+ tales from the yawning portal, page 243BarkskinSir Braford's AC can't be lower than 16.Special Equipment
- Sir Braford wields Shatterspike, a magic longsword that grants a + l bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties.
+ Sir Braford wields Shatterspike, a magic longsword that grants a + 1 bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties.Tree Thrall
- If the Gulthias Tree dies, Sir Bra ford dies 24 hours later.
+ If the Gulthias Tree dies, Sir Braford dies 24 hours later.Longsword
@@ -27277,7 +27273,7 @@
SirenM
- fey
+ fey, tales from the yawning portalchaotic good1438 (7d8+7)
@@ -27295,7 +27291,7 @@
3Source
- Tales from the Yawning Portal, page 243
+ tales from the yawning portal, page 243AmphibiousSiren can breathe air and water.
@@ -27304,7 +27300,7 @@
Innate SpellcastingSiren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
- 1/day each: charm person.fog cloud, greater invisibility, polymorph (self only).
+ 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only).Magic Resistance
@@ -29267,7 +29263,7 @@
Tarul VarM
- undead
+ undead, tales from the yawning portalneutral evil16 (natural armor)105 (14d8+42)
@@ -29285,7 +29281,7 @@
13Source
- Tales from the Yawning Portal, page 244
+ tales from the yawning portal, page 244Undead NatureA lich doesn't require air, food, drink, or sleep.
@@ -29356,7 +29352,7 @@
Thayan WarriorM
- humanoid (human)
+ humanoid (human), tales from the yawning portalany non-good alignment16 (chain shirt, shield)52 (8d8+16)
@@ -29374,7 +29370,7 @@
2Source
- Tales from the Yawning Portal, page 246
+ tales from the yawning portal, page 246Doomvault Devotion
@@ -29473,12 +29469,12 @@
Thorn SlingerL
- plant
+ plant, tales from the yawning portalunaligned1132 (5d10+5)10 ft.
- 131212l10l
+ 1312121101
@@ -29491,7 +29487,7 @@
1/2Source
- Tales from the Yawning Portal, page 246
+ tales from the yawning portal, page 246Adhesive BlossomsThe thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.
@@ -31138,7 +31134,7 @@
Vampiric MistM
- undead
+ undead, tales from the yawning portalchaotic evil1345 (6d8+18)
@@ -31156,7 +31152,7 @@
3Source
- Tales from the Yawning Portal, page 247
+ tales from the yawning portal, page 247Undead NatureA vampiric mist doesn't require air or sleep.
@@ -31293,14 +31289,6 @@
Plant Camouflage The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
-
- Plant Camouflage
- The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
-
-
- Regeneration
- The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
- RegenerationThe vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
@@ -32471,7 +32459,7 @@
White MawG
- ooze
+ ooze, tales from the yawning portalchaotic neutral5
@@ -32490,7 +32478,7 @@
10Source
- Tales from the Yawning Portal, page 248
+ tales from the yawning portal, page 248Ooze Nature
@@ -34765,7 +34753,7 @@
YusdraylS
- humanoid (kobold)
+ humanoid (kobold), tales from the yawning portallawful evil12 (15 with mage armor)16 (3d6+6)
@@ -34783,7 +34771,7 @@
1Source
- Tales from the Yawning Portal, page 248
+ tales from the yawning portal, page 248Spellcasting
diff --git a/Compendiums/Character Compendium.xml b/Compendiums/Character Compendium.xml
index 9c786fd5..9ced27a2 100644
--- a/Compendiums/Character Compendium.xml
+++ b/Compendiums/Character Compendium.xml
@@ -1630,7 +1630,7 @@
-
+ActorSkilled at mimicry and dramatics, you gain the following benefits:• Increase your Charisma score by 1, to a maximum of 20.
@@ -1642,7 +1642,7 @@
Source: Player's Handbook, page 165charisma +1
-
+ AlertAlways on the lookout for danger, you gain the following
@@ -1655,7 +1655,7 @@
Source: Player's Handbook, page 165initiative +5
-
+ AthleteYou have undergone extensive physical training to gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20.
@@ -1667,7 +1667,7 @@
Source: Player's Handbook, page 165 and 6/10/2015 errata
-
+ ChargerWhen you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
@@ -1675,7 +1675,7 @@
Source: Player's Handbook, page 165
-
+ Crossbow ExpertThanks to extensive practice with the crossbow, you gain the following benefits:
@@ -1687,14 +1687,14 @@
Source: Player's Handbook, page 165
-
+ Defensive DuelistDexterity 13 or higherWhen you are wielding a finesse weapon with which you are proficient 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, potentially causing the attack to miss you.Source: Player's Handbook, page 165
-
+ Dragonmark of Detectionhalf-elfYour have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house.
@@ -1711,7 +1711,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of Findinghalf-orc or humanYour have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house.
@@ -1728,7 +1728,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HandlinghumanYour have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house.
@@ -1745,7 +1745,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HealinghalflingYour have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house.
@@ -1762,7 +1762,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HospitalityhalflingYour have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house.
@@ -1779,7 +1779,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of MakinghumanYour have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house.
@@ -1796,7 +1796,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of PassagehumanYour have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house.
@@ -1813,7 +1813,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of ScribinggnomeYour have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house.
@@ -1830,7 +1830,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of SentinelhumanYour have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house.
@@ -1847,7 +1847,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of ShadowelfYour have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses.
@@ -1864,7 +1864,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of Stormhalf-elfYour have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house.
@@ -1881,7 +1881,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of WardingdwarfYour have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house.
@@ -1898,7 +1898,7 @@
Source: Unearthed Arcana - Eberron, page 5
-
+ Dual WielderYou master fighting with two weapons, gaining the following benefits:
@@ -1910,7 +1910,7 @@
Source: Player's Handbook, page 165
-
+ Dungeon DelverAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
@@ -1924,7 +1924,7 @@
Source: Player's Handbook, page 166
-
+ DurableHardy and resilient, you gain the following benefits:
@@ -1935,7 +1935,7 @@
Source: Player's Handbook, page 166constitution +1
-
+ Elemental AdeptThe ability to cast at least one spellWhen you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
@@ -1946,7 +1946,7 @@
Source: Player's Handbook, page 166
-
+ GrapplerStrength 13 or higherYou've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
@@ -1957,7 +1957,7 @@
Source: Player's Handbook, page 167 and 6/10/2015 errata
-
+ Great Weapon MasterYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
@@ -1967,7 +1967,7 @@
Source: Player's Handbook, page 167
-
+ HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
@@ -1977,7 +1977,7 @@
Source: Player's Handbook, page 167
-
+ Heavily ArmoredProficiency with medium armorYou have trained to master the use of heavy armor, gaining the following benefits:
@@ -1989,7 +1989,7 @@
Source: Player's Handbook, page 167strength +1
-
+ Heavy Armor MasterProficiency with heavy armorYou can use your armor to deflect strikes that would kill others. You gain the following benefits:
@@ -2001,14 +2001,14 @@
Source: Player's Handbook, page 167strength +1
-
+ Inspiring LeaderCHA 13You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.Source: Player's Handbook, page 167
-
+ Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
@@ -2023,7 +2023,7 @@
Source: Player's Handbook, page 167intelligence +1
-
+ Lightly ArmoredYou have trained to master the use of light armor, gaining the following benefits:
@@ -2033,7 +2033,7 @@
Source: Player's Handbook, page 167
-
+ LinguistYou have studied languages and codes, gaining the following benefits:
@@ -2046,7 +2046,7 @@
Source: Player's Handbook, page 167intelligence +1
-
+ LuckyYou have inexplicable luck that seems to kick in at just the right moment.
@@ -2058,7 +2058,7 @@
Source: Player's Handbook, page 167
-
+ Mage SlayerYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
@@ -2070,7 +2070,7 @@
Source: Player's Handbook, page 168
-
+ Magic InitiateChoose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
@@ -2080,7 +2080,7 @@
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ Martial AdeptYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
@@ -2090,7 +2090,7 @@
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ Medium Armor MasterProficiency with medium armorYou have practiced moving in medium armor to gain the following benefits:
@@ -2101,7 +2101,7 @@
Source: Player's Handbook, page 168
-
+ MobileYou are exceptionally speedy and agile. You gain the following benefits:
@@ -2114,7 +2114,7 @@
Source: Player's Handbook, page 168speed +10
-
+ Moderately ArmoredProficiency with light armorYou have trained to master the use of medium armor and shields, gaining the following benefits:
@@ -2125,7 +2125,7 @@
Source: Player's Handbook, page 168
-
+ Mounted CombatantYou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
@@ -2137,7 +2137,7 @@
Source: Player's Handbook, page 168
-
+ ObservantQuick to notice details of your environment, you gain the following benefits:
@@ -2150,7 +2150,7 @@
Source: Player's Handbook, page 168passive wisdom +5
-
+ Polearm MasterYou can keep your enemies at bay with reach weapons. You gain the following benefits:
@@ -2160,7 +2160,7 @@
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ ResilientChoose one ability score. You gain the following benefits:
@@ -2170,7 +2170,7 @@
Source: Player's Handbook, page 168
-
+ Ritual CasterIntelligence or Wisdom 13 or higherYou have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
@@ -2181,11 +2181,11 @@
Source: Player's Handbook, page 169
-
+ Savage AttackerOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
-
+ SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
@@ -2197,7 +2197,7 @@
Source: Player's Handbook, page 169 and 6/10/2015 errata
-
+ SharpshooterYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
@@ -2209,7 +2209,7 @@
Source: Player's Handbook, page 170
-
+ Shield MasterYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
@@ -2221,13 +2221,13 @@
Source: Player's Handbook, page 170
-
+ SkilledYou gain proficiency in any combination of three skills or tools of your choice.Source: Player's Handbook, page 170
-
+ SkulkerDexterity 13 or higherYou are expert at slinking through shadows. You gain the following benefits:
@@ -2240,7 +2240,7 @@
Source: Player's Handbook, page 170
-
+ Spell SniperThe ability to cast at least one spellYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
@@ -2253,7 +2253,7 @@
Source: Player's Handbook, page 170
-
+ Svirfneblin MagicGnome (deep gnome)You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
@@ -2262,7 +2262,7 @@
Source: Elemental Evil Player's Companion, page 7
-
+ Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
@@ -2276,13 +2276,13 @@
Source: Player's Handbook, page 170 and 6/10/2015 errata
-
+ ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.Source: Player's Handbook, page 170
-
+ War CasterThe ability to cast at least one spellYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
@@ -2295,7 +2295,7 @@
Source: Player's Handbook, page 170
-
+ Weapon MasterYou have practiced extensively with a variety of weapons, gaining the following benefits:
@@ -2305,7 +2305,7 @@
Source: Player's Handbook, page 170 and 6/10/2015 errata
-
+AarakocraM25
@@ -2323,7 +2323,7 @@
You can speak, read, and write Common, Aarakocra, and Auran.
-
+ Aasimar (Fallen)M30
@@ -2356,7 +2356,7 @@
Once you use this trait, you can't use it again until you finish a long rest.
-
+Aasimar (Protector)M30
@@ -2389,7 +2389,7 @@
Once you use this trait, you can't use it again until you finish a long rest.
-
+Aasimar (Scourge)M30
@@ -2422,7 +2422,7 @@
Once you use this trait, you can't use it again until you finish a long rest.
-
+BugbearM30
@@ -2453,7 +2453,7 @@
You can speak, read, and write Common and Goblin.
-
+DragonbornM30
@@ -2479,7 +2479,7 @@
You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
-
+ Dwarf (Duergar)M25
@@ -2517,7 +2517,7 @@
You have disadvantage on attack rolls and 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.
-
+ Dwarf (Hill)M25
@@ -2551,7 +2551,7 @@
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
-
+ Dwarf (Mountain)M25
@@ -2585,7 +2585,7 @@
You have proficiency with light and medium armor.
-
+ Elf (Drow)M30
@@ -2624,7 +2624,7 @@
You have proficiency with rapiers, shortswords, and hand crossbows.
-
+ Elf (Eladrin)M30
@@ -2659,7 +2659,7 @@
You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
-
+ Elf (High)M30
@@ -2694,7 +2694,7 @@
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
-
+ Elf (Wood)M35
@@ -2733,7 +2733,7 @@
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
-
+ FirbolgM30
@@ -2760,7 +2760,7 @@
You can speak, read, and write Common, Elvish, and Giant.
-
+Genasi (Air)M30
@@ -2778,7 +2778,7 @@
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Genasi (Earth)M30
@@ -2796,7 +2796,7 @@
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Genasi (Fire)M30
@@ -2818,7 +2818,7 @@
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Genasi (Water)M30
@@ -2844,7 +2844,7 @@
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Gnome (Deep)S25
@@ -2866,7 +2866,7 @@
You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
-
+ Gnome (Forest)S25
@@ -2892,7 +2892,7 @@
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
-
+ Gnome (Rock)S25
@@ -2926,7 +2926,7 @@
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
-
+ GoblinS30
@@ -2949,7 +2949,7 @@
You can speak, read, and write Common and Goblin.
-
+GoliathM30
@@ -2976,7 +2976,7 @@
You can speak, read, and write Common and Giant.
-
+ Half-ElfM30
@@ -3002,7 +3002,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Aquatic Elf Descent)M30
@@ -3033,7 +3033,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Drow Descent)M30
@@ -3063,7 +3063,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Moon Elf or Sun Elf Descent)M30
@@ -3096,7 +3096,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Wood Elf Descent)M30
@@ -3132,7 +3132,7 @@
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-OrcM30
@@ -3159,7 +3159,7 @@
You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
-
+ Halfling (Ghostwise)S25
@@ -3185,7 +3185,7 @@
You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
-
+Halfling (Lightfoot)S25
@@ -3211,7 +3211,7 @@
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
-
+ Halfling (Stout)S25
@@ -3237,7 +3237,8 @@
You have advantage on saving throws against poison, and you have resistance against poison damage.
-
+
+ HobgoblinM30
@@ -3260,7 +3261,7 @@
You can speak, read, and write Common and Goblin.
-
+HumanM30
@@ -3270,7 +3271,7 @@
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
-
+ Human (Variant)M30
@@ -3291,7 +3292,7 @@
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
-
+ KenkuM30
@@ -3314,7 +3315,7 @@
You can read and write Common and Auran, but you can speak only using your Mimicry trait
-
+KoboldS30
@@ -3341,7 +3342,7 @@
You can speak, read, and write Common and Draconic.
-
+LizardfolkM30
@@ -3380,7 +3381,7 @@
You can speak, read, and write Common and Draconic.
-
+OrcM30
@@ -3407,7 +3408,7 @@
You can speak, read, and write Common and Orc.
-
+Shifter (Razorclaw)M30
@@ -3433,33 +3434,7 @@
While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
-
- Shifter (Wildhunt)
- M
- 30
- Dex 1, Wis 1
-
- Darkvision
- Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
-
- Shifting
- On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
-
- While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.
-
- You must finish a short or long rest before you can shift again.
-
-
- Languages
- You can speak, read, and write Common and Sylvan.
-
-
- Shifting Feature
- While shifting, you gain advantage on all Wisdom-based checks and saving throws.
-
-
-
+ TabaxiM30
@@ -3486,7 +3461,7 @@
You can speak, read, and write Common and one other language of your choice.
-
+Tiefling (Infernal)M30
@@ -3527,7 +3502,7 @@
Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone
-
+ TritonM30
@@ -3558,7 +3533,7 @@
You can speak, read, and write Common and Primordial.
-
+Yuan-ti PurebloodM30
diff --git a/Compendiums/Druid Compendium.xml b/Compendiums/Druid Compendium.xml
index 552e4e80..efa9b2f4 100644
--- a/Compendiums/Druid Compendium.xml
+++ b/Compendiums/Druid Compendium.xml
@@ -244,52 +244,57 @@
-
- Druid Circle: Circle of the Shepherd
- Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.
-
- This Druid Circle is from Unearthed Arcana: Druid Circles and Wild Shape, and as such may not be used in your game. Consult your DM before taking this option.
-
-
- Circle of the Shepherd: Spirit Bond
- Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn't occupy its space, it is immobile, and it counts as neither a creature nor an object.
- The nature of the aura depends on the type of spirit you choose to summon:
-
- Bear: The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
-
- Hawk: The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit's aura.
-
- Wolf: The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.
-
- The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
-
-
- Circle of the Shepherd: Beast Speech
- At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
- This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.
-
+
+ Druid Circle: Circle of the Shepherd
+ Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
+ Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
+
+ This Druid Circle is from Unearthed Arcana: Revised Class Options, and as such may not be used in your game. Consult your DM before taking this option.
+ This had an earlier version included in Unearthed Arcana: Druid Circles and Wild Shape
+
+
+
+ Circle of the Shepherd: Spirit Totem
+ Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
+ As a bonus action, you can move the spirit up to 60 feet to a point you can see.
+ The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
+ The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
+
+ Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
+
+ Hawk Spirit. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll.
+
+ Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
+
+
+ Circle of the Shepherd: Speech of the Woods
+ At 2nd level, you gain the ability to converse with beasts and many fey.
+ You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
+
-
- Circle of the Shepherd: Mighty Summoner
- At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
-
+
+ Circle of the Shepherd: Mighty Summoner
+ At 6th level, you gain the ability to conjure forth powerful beasts and fey. Any beast or fey summoned or created by your spells gains two benefits:
+ • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
+ • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
+
-
- Circle of the Shepherd: Guardian Spirit
- At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.
-
+
+ Circle of the Shepherd: Guardian Spirit
+ Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
+
-
- Circle of the Shepherd: Faithful Summons
- Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour.
- Once you use this feature, you can't use it again until you finish a long rest.
-
+
+ Circle of the Shepherd: Faithful Summons
+ Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
+ Once you use this feature, you can't use it again until you finish a long rest.
+
@@ -745,52 +750,57 @@
Druid (Shepherd)
-
- Druid Circle: Circle of the Shepherd
- Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.
-
- This Druid Circle is from Unearthed Arcana: Druid Circles and Wild Shape, and as such may not be used in your game. Consult your DM before taking this option.
-
-
- Circle of the Shepherd: Spirit Bond
- Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn't occupy its space, it is immobile, and it counts as neither a creature nor an object.
- The nature of the aura depends on the type of spirit you choose to summon:
-
- Bear: The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
-
- Hawk: The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit's aura.
-
- Wolf: The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.
-
- The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
-
-
- Circle of the Shepherd: Beast Speech
- At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
- This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.
-
+
+ Druid Circle: Circle of the Shepherd
+ Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
+ Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
+
+ This Druid Circle is from Unearthed Arcana: Revised Class Options, and as such may not be used in your game. Consult your DM before taking this option.
+ This had an earlier version included in Unearthed Arcana: Druid Circles and Wild Shape
+
+
+
+ Circle of the Shepherd: Spirit Totem
+ Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
+ As a bonus action, you can move the spirit up to 60 feet to a point you can see.
+ The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
+ The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
+
+ Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
+
+ Hawk Spirit. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll.
+
+ Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
+
+
+ Circle of the Shepherd: Speech of the Woods
+ At 2nd level, you gain the ability to converse with beasts and many fey.
+ You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
+
-
- Circle of the Shepherd: Mighty Summoner
- At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
-
+
+ Circle of the Shepherd: Mighty Summoner
+ At 6th level, you gain the ability to conjure forth powerful beasts and fey. Any beast or fey summoned or created by your spells gains two benefits:
+ • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
+ • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
+
-
- Circle of the Shepherd: Guardian Spirit
- At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.
-
+
+ Circle of the Shepherd: Guardian Spirit
+ Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
+
-
- Circle of the Shepherd: Faithful Summons
- Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour.
- Once you use this feature, you can't use it again until you finish a long rest.
-
+
+ Circle of the Shepherd: Faithful Summons
+ Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
+ Once you use this feature, you can't use it again until you finish a long rest.
+
diff --git a/Compendiums/Fighter Compendium.xml b/Compendiums/Fighter Compendium.xml
index a29b8fe5..0facfa1d 100644
--- a/Compendiums/Fighter Compendium.xml
+++ b/Compendiums/Fighter Compendium.xml
@@ -231,31 +231,68 @@
Martial Archetype: Arcane Archer (UA)An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
- This Martial Archetype is from Unearthed Arcana: Fighter Martial Archetypes, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Fighter Martial Archetypes
- Arcane Archer: Arcane Arrow
- When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.
-
- Create Magic Arrow:
- As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit.
- You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.
-
- Arcane Shot:
- When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.
- You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.
+ Arcane Archer: Magic Arrow
+ When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target.
+
+
+ Arcane Archer: Arcane Shot
+ At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” section below).
+ Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
+ You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
- Arcane Archer: Archer's Lore
- At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds.
- You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
+ Arcane Archer: Arcane Archer's Lore
+ At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill.
+
+
+ Arcane Archer: Arcane Shot Options
+ The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
+ If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
+
+ Banishing Arrow:
+ You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
+ After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
+
+ Brute Bane Arrow:
+ You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
+ The necrotic damage increases to 4d6 when you reach 18th level in this class.
+
+ Bursting Arrow:
+ You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
+ The force damage increases to 4d6 when you reach 18th level in this class.
+
+ Grasping Arrow:
+ When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
+ The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
+
+ Mind-Scrambling Arrow:
+ Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+ Piercing Arrow:
+ You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
+ The piercing damage increases to 2d6 when you reach 18th level in this class.
+
+ Seeking Arrow:
+ Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
+ The force damage increases to 2d6 when you reach 18th level in this class.
+
+ Shadow Arrow:
+ You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+
- Arcane Archer: Conjure Arrows
- At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.
+ Arcane Archer: Curving Shot
+ At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.Arcane Archer: Arcane Shot Option (3rd)
@@ -272,8 +309,8 @@
- Arcane Archer: Ever-Ready Arrow
- Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.
+ Arcane Archer: Ever-Ready Shot
+ Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of itArcane Archer: Arcane Shot Option (5th)
@@ -442,18 +479,22 @@
Martial Archetype: Cavalier (UA)
- The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.
+ The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
- This Martial Archetype is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Kits of Old
+
- Cavalier: Bonus Proficiencies
- When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.
+ Cavalier: Bonus Proficiency
+ When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.Cavalier: Born to the Saddle
- At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+ Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
+ Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+
0,4Cavalier: Combat Superiority
@@ -463,16 +504,17 @@
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
- Using Superiority Dice:
- You can expend superiority dice to gain a number of different benefits.
+ Maneuvers:
+ You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack.
+ You know the following maneuvers:
- • When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
+ Control Mount. When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
- • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
- • When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+ Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- • If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
+ Warding Maneuver. If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you’re wielding a weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
@@ -480,7 +522,7 @@
0,5Cavalier: Ferocious Charger
- At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
@@ -495,7 +537,7 @@
0,6Cavalier: Relentless
- Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
@@ -1232,31 +1274,68 @@
Martial Archetype: Arcane Archer (UA)An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
- This Martial Archetype is from Unearthed Arcana: Fighter Martial Archetypes, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Fighter Martial Archetypes
- Arcane Archer: Arcane Arrow
- When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.
-
- Create Magic Arrow:
- As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit.
- You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.
-
- Arcane Shot:
- When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.
- You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.
+ Arcane Archer: Magic Arrow
+ When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target.
+
+
+ Arcane Archer: Arcane Shot
+ At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” section below).
+ Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
+ You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
- Arcane Archer: Archer's Lore
- At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds.
- You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
+ Arcane Archer: Arcane Archer's Lore
+ At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill.
+
+
+ Arcane Archer: Arcane Shot Options
+ The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
+ If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
+
+ Banishing Arrow:
+ You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
+ After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
+
+ Brute Bane Arrow:
+ You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
+ The necrotic damage increases to 4d6 when you reach 18th level in this class.
+
+ Bursting Arrow:
+ You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
+ The force damage increases to 4d6 when you reach 18th level in this class.
+
+ Grasping Arrow:
+ When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
+ The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
+
+ Mind-Scrambling Arrow:
+ Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+ Piercing Arrow:
+ You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
+ The piercing damage increases to 2d6 when you reach 18th level in this class.
+
+ Seeking Arrow:
+ Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
+ The force damage increases to 2d6 when you reach 18th level in this class.
+
+ Shadow Arrow:
+ You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+
- Arcane Archer: Conjure Arrows
- At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.
+ Arcane Archer: Curving Shot
+ At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.Arcane Archer: Arcane Shot Option (3rd)
@@ -1273,8 +1352,8 @@
- Arcane Archer: Ever-Ready Arrow
- Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.
+ Arcane Archer: Ever-Ready Shot
+ Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of itArcane Archer: Arcane Shot Option (5th)
@@ -1452,18 +1531,22 @@
Martial Archetype: Cavalier (UA)
- The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.
+ The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
- This Martial Archetype is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Kits of Old
+
- Cavalier: Bonus Proficiencies
- When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.
+ Cavalier: Bonus Proficiency
+ When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.Cavalier: Born to the Saddle
- At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+ Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
+ Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+
0,4Cavalier: Combat Superiority
@@ -1473,16 +1556,17 @@
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
- Using Superiority Dice:
- You can expend superiority dice to gain a number of different benefits.
+ Maneuvers:
+ You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack.
+ You know the following maneuvers:
- • When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
+ Control Mount. When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
- • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
- • When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+ Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- • If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
+ Warding Maneuver. If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you’re wielding a weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
@@ -1490,7 +1574,7 @@
0,5Cavalier: Ferocious Charger
- At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
@@ -1505,7 +1589,7 @@
0,6Cavalier: Relentless
- Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
@@ -2025,72 +2109,76 @@
-
- Cavalier's Defense
- 1
- EV
-
- Self or Mount
- Mounted
- Fighter (Cavalier)
- If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
-
- Add roll to AC, take half damage if still hit.
- 1d8
- 1d10
- 1d12
-
-
-
- Cavalier's Lance
- 1
- EV
- Mounted Attack with a lance
- Fighter (Cavalier)
- When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
-
- Add roll to damage, knock prone vs Strength Saving Throw
- At 7th (class) level, use twice for disadvantage.
- 1d8
- 1d10
- 1d12
-
-
- Cavalier's Precision
+
+ Banishing Arrow
+ 1
+ A
+
+
+
+
+ Fighter (Arcane Archer)
+ You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild.
+ If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished.
+ While banished in this way, its speed is 0, and it is incapacitated.
+ At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
+ After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
+ 2d6
+
+
+ Brute Bane Arrow
+ 1
+ N
+
+
+
+
+ Fighter (Arcane Archer)
+ You weave necromantic magic into your arrow.
+ If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw.
+ On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
+ The necrotic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
+ Bursting Arrow
+ 1
+ EV
+
+
+
+
+ Fighter (Arcane Archer)
+ You imbue your arrow with a blast of force energy drawn from the school of evocation.
+ If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
+ The force damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
+ Commander's Strike1EV
-
- Fighter (Cavalier)
- When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
-
- Add roll to Weapon Attack Roll
- 1d8
- 1d10
- 1d12
+
+ Fighter (Battle Master)
+ When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
-
- Cavalier's Ride
+
+ Control Mount1
- EV
- Mounted Skill Check to influence or control
-
+
+
+
+ Fighter (Cavalier)
- When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful
+ When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.Add roll to Skill Check1d81d101d12
-
- Commander's Strike
- 1
- EV
-
- Fighter (Battle Master)
- When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
- Disarming Attack1
@@ -2131,7 +2219,23 @@
Fighter (Battle Master)When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
-
+
+ Grasping Arrow
+ 1
+ C
+
+
+
+
+ Fighter (Arcane Archer)
+ When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target.
+ If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC.
+ Otherwise, the brambles last for 1 minute or until you use this option again.
+ The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+ Lunging Attack1EV
@@ -2155,7 +2259,24 @@
Fighter (Battle Master)When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
-
+
+ Mind-Scrambling Arrow
+ 1
+ EN
+
+
+
+
+ Fighter (Arcane Archer)
+ Your enchantment magic causes this arrow to temporarily beguile its target.
+ Choose one of your allies within 30 feet of the target.
+ If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn.
+ This effect ends early if the chosen ally deals any damage to the target.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+ Parry1EV
@@ -2163,7 +2284,24 @@
Fighter (Battle Master)When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier
-
+
+ Piercing Arrow
+ 1
+ T
+
+
+
+
+ Fighter (Arcane Archer)
+ You use transmutation magic to give your arrow an ethereal quality.
+ When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover.
+ Each creature in that line must make a Dexterity saving throw.
+ On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
+ The piercing damage increases to 2d6 when you reach 18th level in this class.
+ 1d6
+ 2d6
+
+ Precision Attack1EV
@@ -2171,6 +2309,21 @@
Fighter (Battle Master)When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
+
+ Precision Attack (Cavalier)
+ 1
+
+
+
+
+ Fighter (Cavalier)
+ When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
+
+ Add roll to Weapon Attack Roll
+ 1d8
+ 1d10
+ 1d12
+ Pushing Attack1
@@ -2195,7 +2348,42 @@
Fighter (Battle Master)When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
-
+
+ Seeking Arrow
+ 1
+ D
+
+
+
+
+ Fighter (Arcane Archer)
+ Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey.
+ When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute.
+ The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover.
+ If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw.
+ On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location.
+ On a successful save, the target takes half as much damage, and you don’t learn its location.
+ The force damage increases to 2d6 when you reach 18th level in this class.
+ 1d6
+ 2d6
+
+
+ Shadow Arrow
+ 1
+ I
+
+
+
+
+ Fighter (Arcane Archer)
+ You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows.
+ If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
+Sweeping Attack1EV
@@ -2212,4 +2400,45 @@
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
+
+ Trip Attack (Cavalier)
+ 1
+
+
+
+
+ Fighter (Cavalier)
+ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+
+ Add roll to damage, knock prone (Large) vs Strength Saving Throw
+ At 7th (class) level, use twice for disadvantage.
+ 1d8
+ 1d10
+ 1d12
+
+
+ Warding Maneuver
+ 1
+
+
+ creature within 5 feet
+
+
+ Fighter (Cavalier)
+ If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you’re wielding a weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
+
+ Add roll to AC, resistance if still hit.
+ 1d8
+ 1d10
+ 1d12
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Compendiums/Full Compendium.xml b/Compendiums/Full Compendium.xml
index 1213b711..0db1bda8 100644
--- a/Compendiums/Full Compendium.xml
+++ b/Compendiums/Full Compendium.xml
@@ -1160,7 +1160,7 @@
Artificer8
- Intelligence, Constitution
+ Constitution, IntelligenceIntelligence0,0,0,0,0,00,0,0,0,0,0
@@ -1266,6 +1266,7 @@
+
Ability Score Improvement
@@ -1273,7 +1274,14 @@
If your DM allows the use of feats, you may instead take a feat.
+
+ Infuse Magic
+ Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effect's occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
+ Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
+ When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
+
+
Superior Attunement
@@ -1291,6 +1299,7 @@
5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
+
Mechanical Servant
@@ -1308,6 +1317,7 @@
If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
+
Ability Score Improvement
@@ -1315,9 +1325,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Wondrous Invention
@@ -1360,6 +1372,7 @@
15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
+
Ability Score Improvement
@@ -1367,9 +1380,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Ability Score Improvement
@@ -1377,6 +1392,7 @@
If your DM allows the use of feats, you may instead take a feat.
+
Wondrous Invention
@@ -1464,8 +1480,8 @@
Alchemist: Alchemical FormulaAt 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
- To use any of these options, your Alchemist’s Satchel must be within reach.
- If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
+ To use any of these options, your Alchemist’s Satchel must be within reach.
+ If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.Alchemical Formula: Alchemical Fire
@@ -1475,12 +1491,12 @@
Alchemical Formula: Alchemical AcidAlchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
- This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
+ This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).Alchemical Formula: Healing DraughtAs an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
- This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
+ This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).Alchemical Formula: Smoke Stick
@@ -1493,7 +1509,7 @@
Alchemical Formula: Tanglefoot BagAs an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn).
- The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
+ The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.Alchemical Formula: Thunderstone
@@ -1606,7 +1622,7 @@
Artificer !Base8
- Intelligence, Constitution
+ Constitution, IntelligenceIntelligence0,0,0,0,0,00,0,0,0,0,0
@@ -1712,6 +1728,7 @@
+
Ability Score Improvement
@@ -1719,7 +1736,14 @@
If your DM allows the use of feats, you may instead take a feat.
+
+ Infuse Magic
+ Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effect's occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
+ Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
+ When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
+
+
Superior Attunement
@@ -1737,6 +1761,7 @@
5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
+
Mechanical Servant
@@ -1754,6 +1779,7 @@
If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
+
Ability Score Improvement
@@ -1761,9 +1787,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Wondrous Invention
@@ -1806,6 +1834,7 @@
15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
+
Ability Score Improvement
@@ -1813,9 +1842,11 @@
If your DM allows the use of feats, you may instead take a feat.
+
+
Ability Score Improvement
@@ -1823,6 +1854,7 @@
If your DM allows the use of feats, you may instead take a feat.
+
Wondrous Invention
@@ -1858,8 +1890,8 @@
Alchemist: Alchemical FormulaAt 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
- To use any of these options, your Alchemist’s Satchel must be within reach.
- If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
+ To use any of these options, your Alchemist’s Satchel must be within reach.
+ If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.Alchemical Formula: Alchemical Fire
@@ -1869,12 +1901,12 @@
Alchemical Formula: Alchemical AcidAlchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
- This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
+ This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).Alchemical Formula: Healing DraughtAs an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
- This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
+ This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).Alchemical Formula: Smoke Stick
@@ -1887,7 +1919,7 @@
Alchemical Formula: Tanglefoot BagAs an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn).
- The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
+ The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.Alchemical Formula: Thunderstone
@@ -2307,36 +2339,39 @@
Primal Path: Path of the Ancestral Guardian (UA)
- Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
- Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.
- In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
+ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid in a time of need.
+ Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies.
+ In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
- This Primal Path is from Unearthed Arcana: Barbarian Primal Paths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Primal Path is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Barbarian Primal PathsPath of the Ancestral Guardian: Ancestral Protectors
- Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.
+ Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. These warriors distract a foe you strike and hinder its attempts to harm your companions. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the target’s attacks.
- Path of the Ancestral Guardian: Ancestral Shield
- Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than Rage.
+ Path of the Ancestral Guardian: Spirit Shield
+ Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.
+ When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.Path of the Ancestral Guardian: Consult the Spirits
- At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.
+ At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far- off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.
+ After you cast the spell in this way, you can’t do so again until you finish a short or long rest.Path of the Ancestral Guardian: Vengeful Ancestors
- At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.
+ At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.
@@ -2559,14 +2594,14 @@
Path of the Battlerager: Reckless Abandon
- Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). THey vanish if any of them are left when your rage ends.
+ Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.Path of the Battlerager: Battlerager Charge
- Beginning at 10th level, you can take the DAsh action as a bonus action while you are raging.
+ Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
@@ -2800,36 +2835,39 @@
Primal Path: Path of the Ancestral Guardian (UA)
- Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
- Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.
- In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
+ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid in a time of need.
+ Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies.
+ In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
- This Primal Path is from Unearthed Arcana: Barbarian Primal Paths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Primal Path is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Barbarian Primal PathsPath of the Ancestral Guardian: Ancestral Protectors
- Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.
+ Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. These warriors distract a foe you strike and hinder its attempts to harm your companions. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the target’s attacks.
- Path of the Ancestral Guardian: Ancestral Shield
- Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than Rage.
+ Path of the Ancestral Guardian: Spirit Shield
+ Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.
+ When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.Path of the Ancestral Guardian: Consult the Spirits
- At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.
+ At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far- off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.
+ After you cast the spell in this way, you can’t do so again until you finish a short or long rest.Path of the Ancestral Guardian: Vengeful Ancestors
- At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.
+ At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.
@@ -2860,14 +2898,14 @@
Path of the Battlerager: Reckless Abandon
- Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). THey vanish if any of them are left when your rage ends.
+ Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.Path of the Battlerager: Battlerager Charge
- Beginning at 10th level, you can take the DAsh action as a bonus action while you are raging.
+ Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
@@ -3510,48 +3548,55 @@
Bard College: College of Swords (UA)
- Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
- Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
- Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
+ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
+ Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
+ Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
- This Bard College is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Bard College is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Kits of OldCollege of Swords: Bonus Proficiencies
- When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.
+ When you join the College of Blades at 3rd level, you gain proficiency with medium armor and scimitars.
+ If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.College of Swords: Fighting Style
- The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature, which is as follows.
+ At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
+
+ Dueling:
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
+
+ Two-Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.College of Swords: Blade Flourish
- At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.
+ At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
+ As an action, you can make one melee weapon attack, and your walking speed increases by 10 feet until the end of the current turn. Whenever you use this action, you can also use one of the following Blade Flourish options as part of it. Defensive Flourish:
- You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
+ You spin your weapon in circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your AC until the start of your next turn.
- Trick Shooter's Flourish:
- This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
+ Slashing Flourish:
+ If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
- Unnerving Flourish:
- Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.
- The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
+ Mobile Flourish:
+ the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.
- College of Swords: Extra Attack
- Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+ College of Swords: Cunning Flourish
+ Beginning at 6th level, you can attack twice, instead of once, whenever you use the Blade Flourish action on your turn. You can, nevertheless, still use only one Blade Flourish option when you take that action.
- College of Swords: Battle Magic
- At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
+ College of Swords: Master’s Flourish
+ Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
@@ -3974,48 +4019,55 @@
Bard College: College of Swords (UA)
- Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
- Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
- Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
+ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
+ Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
+ Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
- This Bard College is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This Bard College is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Kits of OldCollege of Swords: Bonus Proficiencies
- When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.
+ When you join the College of Blades at 3rd level, you gain proficiency with medium armor and scimitars.
+ If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.College of Swords: Fighting Style
- The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature, which is as follows.
+ At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
+
+ Dueling:
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
+
+ Two-Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.College of Swords: Blade Flourish
- At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.
+ At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
+ As an action, you can make one melee weapon attack, and your walking speed increases by 10 feet until the end of the current turn. Whenever you use this action, you can also use one of the following Blade Flourish options as part of it. Defensive Flourish:
- You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
+ You spin your weapon in circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your AC until the start of your next turn.
- Trick Shooter's Flourish:
- This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
+ Slashing Flourish:
+ If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
- Unnerving Flourish:
- Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.
- The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
+ Mobile Flourish:
+ the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.
- College of Swords: Extra Attack
- Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+ College of Swords: Cunning Flourish
+ Beginning at 6th level, you can attack twice, instead of once, whenever you use the Blade Flourish action on your turn. You can, nevertheless, still use only one Blade Flourish option when you take that action.
- College of Swords: Battle Magic
- At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
+ College of Swords: Master’s Flourish
+ Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
@@ -6146,52 +6198,57 @@
-
- Druid Circle: Circle of the Shepherd
- Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.
-
- This Druid Circle is from Unearthed Arcana: Druid Circles and Wild Shape, and as such may not be used in your game. Consult your DM before taking this option.
-
-
- Circle of the Shepherd: Spirit Bond
- Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn't occupy its space, it is immobile, and it counts as neither a creature nor an object.
- The nature of the aura depends on the type of spirit you choose to summon:
-
- Bear: The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
-
- Hawk: The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit's aura.
-
- Wolf: The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.
-
- The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
-
-
- Circle of the Shepherd: Beast Speech
- At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
- This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.
-
+
+ Druid Circle: Circle of the Shepherd
+ Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
+ Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
+
+ This Druid Circle is from Unearthed Arcana: Revised Class Options, and as such may not be used in your game. Consult your DM before taking this option.
+ This had an earlier version included in Unearthed Arcana: Druid Circles and Wild Shape
+
+
+
+ Circle of the Shepherd: Spirit Totem
+ Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
+ As a bonus action, you can move the spirit up to 60 feet to a point you can see.
+ The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
+ The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
+
+ Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
+
+ Hawk Spirit. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll.
+
+ Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
+
+
+ Circle of the Shepherd: Speech of the Woods
+ At 2nd level, you gain the ability to converse with beasts and many fey.
+ You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
+
-
- Circle of the Shepherd: Mighty Summoner
- At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
-
+
+ Circle of the Shepherd: Mighty Summoner
+ At 6th level, you gain the ability to conjure forth powerful beasts and fey. Any beast or fey summoned or created by your spells gains two benefits:
+ • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
+ • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
+
-
- Circle of the Shepherd: Guardian Spirit
- At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.
-
+
+ Circle of the Shepherd: Guardian Spirit
+ Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
+
-
- Circle of the Shepherd: Faithful Summons
- Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour.
- Once you use this feature, you can't use it again until you finish a long rest.
-
+
+ Circle of the Shepherd: Faithful Summons
+ Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
+ Once you use this feature, you can't use it again until you finish a long rest.
+
@@ -6647,52 +6704,57 @@
Druid (Shepherd)
-
- Druid Circle: Circle of the Shepherd
- Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.
-
- This Druid Circle is from Unearthed Arcana: Druid Circles and Wild Shape, and as such may not be used in your game. Consult your DM before taking this option.
-
-
- Circle of the Shepherd: Spirit Bond
- Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn't occupy its space, it is immobile, and it counts as neither a creature nor an object.
- The nature of the aura depends on the type of spirit you choose to summon:
-
- Bear: The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
-
- Hawk: The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit's aura.
-
- Wolf: The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.
-
- The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
-
-
- Circle of the Shepherd: Beast Speech
- At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
- This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.
-
+
+ Druid Circle: Circle of the Shepherd
+ Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
+ Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
+
+ This Druid Circle is from Unearthed Arcana: Revised Class Options, and as such may not be used in your game. Consult your DM before taking this option.
+ This had an earlier version included in Unearthed Arcana: Druid Circles and Wild Shape
+
+
+
+ Circle of the Shepherd: Spirit Totem
+ Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
+ As a bonus action, you can move the spirit up to 60 feet to a point you can see.
+ The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
+ The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
+
+ Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
+
+ Hawk Spirit. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll.
+
+ Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
+
+
+ Circle of the Shepherd: Speech of the Woods
+ At 2nd level, you gain the ability to converse with beasts and many fey.
+ You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
+
-
- Circle of the Shepherd: Mighty Summoner
- At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
-
+
+ Circle of the Shepherd: Mighty Summoner
+ At 6th level, you gain the ability to conjure forth powerful beasts and fey. Any beast or fey summoned or created by your spells gains two benefits:
+ • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
+ • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
+
-
- Circle of the Shepherd: Guardian Spirit
- At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.
-
+
+ Circle of the Shepherd: Guardian Spirit
+ Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
+
-
- Circle of the Shepherd: Faithful Summons
- Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour.
- Once you use this feature, you can't use it again until you finish a long rest.
-
+
+ Circle of the Shepherd: Faithful Summons
+ Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
+ Once you use this feature, you can't use it again until you finish a long rest.
+
@@ -6967,31 +7029,68 @@
Martial Archetype: Arcane Archer (UA)An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
- This Martial Archetype is from Unearthed Arcana: Fighter Martial Archetypes, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Fighter Martial Archetypes
- Arcane Archer: Arcane Arrow
- When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.
-
- Create Magic Arrow:
- As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit.
- You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.
-
- Arcane Shot:
- When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.
- You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.
+ Arcane Archer: Magic Arrow
+ When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target.
+
+
+ Arcane Archer: Arcane Shot
+ At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” section below).
+ Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
+ You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
- Arcane Archer: Archer's Lore
- At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds.
- You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
+ Arcane Archer: Arcane Archer's Lore
+ At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill.
+
+
+ Arcane Archer: Arcane Shot Options
+ The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
+ If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
+
+ Banishing Arrow:
+ You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
+ After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
+
+ Brute Bane Arrow:
+ You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
+ The necrotic damage increases to 4d6 when you reach 18th level in this class.
+
+ Bursting Arrow:
+ You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
+ The force damage increases to 4d6 when you reach 18th level in this class.
+
+ Grasping Arrow:
+ When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
+ The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
+
+ Mind-Scrambling Arrow:
+ Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+ Piercing Arrow:
+ You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
+ The piercing damage increases to 2d6 when you reach 18th level in this class.
+
+ Seeking Arrow:
+ Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
+ The force damage increases to 2d6 when you reach 18th level in this class.
+
+ Shadow Arrow:
+ You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+
- Arcane Archer: Conjure Arrows
- At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.
+ Arcane Archer: Curving Shot
+ At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.Arcane Archer: Arcane Shot Option (3rd)
@@ -7008,8 +7107,8 @@
- Arcane Archer: Ever-Ready Arrow
- Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.
+ Arcane Archer: Ever-Ready Shot
+ Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of itArcane Archer: Arcane Shot Option (5th)
@@ -7178,18 +7277,22 @@
Martial Archetype: Cavalier (UA)
- The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.
+ The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
- This Martial Archetype is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Kits of Old
+
- Cavalier: Bonus Proficiencies
- When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.
+ Cavalier: Bonus Proficiency
+ When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.Cavalier: Born to the Saddle
- At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+ Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
+ Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+
0,4Cavalier: Combat Superiority
@@ -7199,16 +7302,17 @@
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
- Using Superiority Dice:
- You can expend superiority dice to gain a number of different benefits.
+ Maneuvers:
+ You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack.
+ You know the following maneuvers:
- • When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
+ Control Mount. When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
- • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
- • When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+ Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- • If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
+ Warding Maneuver. If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you’re wielding a weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
@@ -7216,7 +7320,7 @@
0,5Cavalier: Ferocious Charger
- At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
@@ -7231,7 +7335,7 @@
0,6Cavalier: Relentless
- Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
@@ -7968,31 +8072,68 @@
Martial Archetype: Arcane Archer (UA)An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
- This Martial Archetype is from Unearthed Arcana: Fighter Martial Archetypes, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Fighter Martial Archetypes
- Arcane Archer: Arcane Arrow
- When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.
-
- Create Magic Arrow:
- As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit.
- You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.
-
- Arcane Shot:
- When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.
- You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.
+ Arcane Archer: Magic Arrow
+ When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target.
+
+
+ Arcane Archer: Arcane Shot
+ At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” section below).
+ Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
+ You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
- Arcane Archer: Archer's Lore
- At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds.
- You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
+ Arcane Archer: Arcane Archer's Lore
+ At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill.
+
+
+ Arcane Archer: Arcane Shot Options
+ The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
+ If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
+
+ Banishing Arrow:
+ You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
+ After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
+
+ Brute Bane Arrow:
+ You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
+ The necrotic damage increases to 4d6 when you reach 18th level in this class.
+
+ Bursting Arrow:
+ You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
+ The force damage increases to 4d6 when you reach 18th level in this class.
+
+ Grasping Arrow:
+ When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
+ The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
+
+ Mind-Scrambling Arrow:
+ Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+ Piercing Arrow:
+ You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
+ The piercing damage increases to 2d6 when you reach 18th level in this class.
+
+ Seeking Arrow:
+ Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
+ The force damage increases to 2d6 when you reach 18th level in this class.
+
+ Shadow Arrow:
+ You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+
+
- Arcane Archer: Conjure Arrows
- At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.
+ Arcane Archer: Curving Shot
+ At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.Arcane Archer: Arcane Shot Option (3rd)
@@ -8009,8 +8150,8 @@
- Arcane Archer: Ever-Ready Arrow
- Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.
+ Arcane Archer: Ever-Ready Shot
+ Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of itArcane Archer: Arcane Shot Option (5th)
@@ -8188,18 +8329,22 @@
Martial Archetype: Cavalier (UA)
- The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.
+ The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
- This Martial Archetype is from Unearthed Arcana: Kits of Old, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This Martial Archetype is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before selecting this option.
+ This had an earlier version included in Unearthed Arcana: Kits of Old
+
- Cavalier: Bonus Proficiencies
- When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.
+ Cavalier: Bonus Proficiency
+ When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.Cavalier: Born to the Saddle
- At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+ Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
+ Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+
0,4Cavalier: Combat Superiority
@@ -8209,16 +8354,17 @@
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
- Using Superiority Dice:
- You can expend superiority dice to gain a number of different benefits.
+ Maneuvers:
+ You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack.
+ You know the following maneuvers:
- • When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
+ Control Mount. When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
- • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
- • When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+ Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- • If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
+ Warding Maneuver. If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you’re wielding a weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
@@ -8226,7 +8372,7 @@
0,5Cavalier: Ferocious Charger
- At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
@@ -8241,7 +8387,7 @@
0,6Cavalier: Relentless
- Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
@@ -9052,48 +9198,54 @@
Monastic Tradition: Way of the Kensei (UA)Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
-
- This Monastic Tradition is from Unearthed Arcana: Monk Monastic Traditions, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ This Monastic Tradition is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Monk Monastic TraditionsWay of the Kensei: Path of the Kensei
- When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.
+ When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
- • You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you're proficient with it.
+ • Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon.
+ Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice.
+ You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you.
+ Many of this tradition’s features work only with your kensei weapons.
+ When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above.
- • Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon's damage die.
+ • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon.
+ You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
- • When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.
-
- • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand.
+ • You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly.
+ When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type.
+ You retain this benefit until the end of the current turn.Way of the Kensei: One with the Blade
- At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.
+ At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
- Magic Weapons:
- Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Magic Kensei Weapons:
+ Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Precise Strike:
- You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can't use it again until you finish a short or long rest.
+ When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.Way of the Kensei: Sharpen the Blade
- At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.
+ At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.Way of the Kensei: Unerring Accuracy
- At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.
+ At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns.
@@ -9190,6 +9342,40 @@
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
+
+
+ Monastic Tradition: Way of the Drunken Master (UA)
+ The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Way of the Drunken Master: Drunken Technique
+ When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.
+ You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
+
+
+
+
+
+ Way of the Drunken Master: Tipsy Sway
+ At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+
+
+
+
+ Way of the Drunken Master: Drunkard’s Luck
+ Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling.
+
+
+
+
+
+ Way of the Drunken Master: Intoxicated Frenzy
+ At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.
+
+ Monastic Tradition: Way of Shadow
@@ -9546,7 +9732,44 @@
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
-
+
+ Monk (Drunken Master)
+
+
+
+ Monastic Tradition: Way of the Drunken Master (UA)
+ The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Way of the Drunken Master: Drunken Technique
+ When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.
+ You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
+
+
+
+
+
+ Way of the Drunken Master: Tipsy Sway
+ At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+
+
+
+
+ Way of the Drunken Master: Drunkard’s Luck
+ Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling.
+
+
+
+
+
+ Way of the Drunken Master: Intoxicated Frenzy
+ At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.
+
+
+ Monk (Four Elements)
@@ -9605,48 +9828,54 @@
Monastic Tradition: Way of the Kensei (UA)Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
-
- This Monastic Tradition is from Unearthed Arcana: Monk Monastic Traditions, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ This Monastic Tradition is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Monk Monastic TraditionsWay of the Kensei: Path of the Kensei
- When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.
+ When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
- • You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you're proficient with it.
-
- • Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon's damage die.
+ • Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon.
+ Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice.
+ You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you.
+ Many of this tradition’s features work only with your kensei weapons.
+ When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above.
- • When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.
+ • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon.
+ You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
- • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand.
+ • You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly.
+ When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type.
+ You retain this benefit until the end of the current turn.Way of the Kensei: One with the Blade
- At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.
+ At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
- Magic Weapons:
- Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Magic Kensei Weapons:
+ Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Precise Strike:
- You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can't use it again until you finish a short or long rest.
+ When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.Way of the Kensei: Sharpen the Blade
- At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.
+ At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.Way of the Kensei: Unerring Accuracy
- At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.
+ At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns.
@@ -11242,6 +11471,77 @@
Once you use this feature, you can't use it again until you finish a long rest.
+
+
+ Sacred Oath: Oath of Redemption
+ The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
+ While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
+
+ Tenets of Redemption:
+ The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
+
+ Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
+
+ Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
+
+ Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
+
+ Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
+
+ This Sacred Oath is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Oath of Redemption: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ 3rd - shield, sleep
+ 5th - hold person, ray of enfeeblement
+ 9th - counterspell, hypnotic pattern
+ 13th - Otiluke's resilient sphere, stoneskin
+ 17th - hold monster, wall of force
+
+
+ Oath of Redemption: Armor of Peace
+ Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren’t wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.
+
+
+ Oath of Redemption: Warrior of Reconciliation
+ At 3rd level, you foreswear the weapons of war in favor of simple tools. While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature’s life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can’t order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points.
+
+
+ Oath of Redemption Channel Divinity: Emissary of Peace
+ You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.
+
+
+ Oath of Redemption Channel Divinity: Rebuke the Violent
+ You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
+
+
+
+
+ Oath of Redemption: Aura of the Guardian
+ Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. This feature doesn’t transfer any other effects that might accompany the damage.
+ At 18th level, the range of this aura increases to 30 feet (omitted from source)
+
+
+
+
+ Oath of Redemption: Protective Spirit
+ Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
+
+
+
+
+ Oath of Redemption: Emissary of Redemption
+ At 20th level, you become an avatar of peace, which gives you two benefits:
+
+ • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
+
+ • Whenever a creature damages you, it takes damage equal to half the amount it dealt to you.
+
+ If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest.
+
+ Sacred Oath: Oath of the Crown
@@ -11369,56 +11669,62 @@
Sacred Oath: Oath of Conquest
- The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos.
- Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells.
- The archdevil Bel, warlord of Avernus, counts many of these paladins-called hell knights-as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.
+ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
+ Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.Tenets of Conquest:
- A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
+ A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
- Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
+ Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
- Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
+ Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
- Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
+ Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
- Oath Spells:
- You gain oath spells at the paladin levels listed.
+ This Sacred Oath is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Paladin Sacred Oaths
+
+
+ Oath of Conquest: Oath Spells
+ You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.3rd - armor of Agathys, command 5th - hold person, spiritual weapon 9th - bestow curse, fear
- 13th - blight, dominate beast
- 17th - dominate person, insect plague
-
- This Sacred Oath is from Unearthed Arcana: Paladin Sacred Oaths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ 13th - dominate beast, stoneskin
+ 17th - cloudkill, dominate person
+
- Oath of Conquest Channel Divinity: Conquering Strike (Oath of Conquest)
- You can use your Channel Divinity to break a foe's will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
+ Oath of Conquest Channel Divinity: Conquering Presence
+ You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Oath of Conquest Channel Divinity: Guided Strike (Oath of Conquest)
+ Oath of Conquest Channel Divinity: Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
- Oath of Conquest: Aura of Conquest (Oath of Conquest)
- Starting at 7th level, you emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened.
+ Oath of Conquest: Aura of Conquest
+ Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.
+ If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet
+
- Oath of Conquest: Implacable Spirit (Oath of Conquest)
- Once you reach 15th level, you can no longer be charmed.
+ Oath of Conquest: Scornful Rebuke
+ Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you’re not incapacitated.
+
- Oath of Conquest: Invincible Conquerer (Oath of Conquest)
- At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
+ Oath of Conquest: Invincible Conqueror
+ At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:• You have resistance to all damage.
@@ -11726,56 +12032,62 @@
Sacred Oath: Oath of Conquest
- The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos.
- Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells.
- The archdevil Bel, warlord of Avernus, counts many of these paladins-called hell knights-as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.
+ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
+ Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.Tenets of Conquest:
- A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
+ A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
- Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
+ Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
- Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
+ Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
- Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
+ Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
- Oath Spells:
- You gain oath spells at the paladin levels listed.
+ This Sacred Oath is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Paladin Sacred Oaths
+
+
+ Oath of Conquest: Oath Spells
+ You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.3rd - armor of Agathys, command 5th - hold person, spiritual weapon 9th - bestow curse, fear
- 13th - blight, dominate beast
- 17th - dominate person, insect plague
-
- This Sacred Oath is from Unearthed Arcana: Paladin Sacred Oaths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ 13th - dominate beast, stoneskin
+ 17th - cloudkill, dominate person
+
- Oath of Conquest Channel Divinity: Conquering Strike (Oath of Conquest)
- You can use your Channel Divinity to break a foe's will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
+ Oath of Conquest Channel Divinity: Conquering Presence
+ You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Oath of Conquest Channel Divinity: Guided Strike (Oath of Conquest)
+ Oath of Conquest Channel Divinity: Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
- Oath of Conquest: Aura of Conquest (Oath of Conquest)
- Starting at 7th level, you emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened.
+ Oath of Conquest: Aura of Conquest
+ Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.
+ If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet
+
- Oath of Conquest: Implacable Spirit (Oath of Conquest)
- Once you reach 15th level, you can no longer be charmed.
+ Oath of Conquest: Scornful Rebuke
+ Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you’re not incapacitated.
+
- Oath of Conquest: Invincible Conquerer (Oath of Conquest)
- At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
+ Oath of Conquest: Invincible Conqueror
+ At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:• You have resistance to all damage.
@@ -11971,6 +12283,80 @@
After activating the aura, the paladin can't do so again until he or she finishes a long rest.
+
+ Paladin (Redemption)
+
+
+
+ Sacred Oath: Oath of Redemption
+ The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
+ While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
+
+ Tenets of Redemption:
+ The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
+
+ Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
+
+ Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
+
+ Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
+
+ Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
+
+ This Sacred Oath is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Oath of Redemption: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ 3rd - shield, sleep
+ 5th - hold person, ray of enfeeblement
+ 9th - counterspell, hypnotic pattern
+ 13th - Otiluke's resilient sphere, stoneskin
+ 17th - hold monster, wall of force
+
+
+ Oath of Redemption: Armor of Peace
+ Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren’t wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.
+
+
+ Oath of Redemption: Warrior of Reconciliation
+ At 3rd level, you foreswear the weapons of war in favor of simple tools. While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature’s life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can’t order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points.
+
+
+ Oath of Redemption Channel Divinity: Emissary of Peace
+ You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.
+
+
+ Oath of Redemption Channel Divinity: Rebuke the Violent
+ You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
+
+
+
+
+ Oath of Redemption: Aura of the Guardian
+ Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. This feature doesn’t transfer any other effects that might accompany the damage.
+ At 18th level, the range of this aura increases to 30 feet (omitted from source)
+
+
+
+
+ Oath of Redemption: Protective Spirit
+ Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
+
+
+
+
+ Oath of Redemption: Emissary of Redemption
+ At 20th level, you become an avatar of peace, which gives you two benefits:
+
+ • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
+
+ • Whenever a creature damages you, it takes damage equal to half the amount it dealt to you.
+
+ If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest.
+
+ Paladin (Treachery)
@@ -12715,6 +13101,8 @@
Ranger Conclave: Horizon WalkerRangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ This Monastic Tradition is from Unearthed Arcana: Ranger & Rogue, and as such may not be allowed in your game. Consult your DM before choosing this option.
@@ -12856,6 +13244,63 @@
+
+ Ranger (Monster Slayer)
+
+
+
+ Ranger Conclave: Monster Slayer
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+
+ Monster Slayer: Slayer’s Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.
+
+ 3rd-protection from evil and good
+ 5th-zone of truth
+ 9th-magic circle
+ 13th-banishment
+ 17th-planar binding
+
+
+ Monster Slayer: Slayer’s Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+
+
+
+
+ Monster Slayer: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.
+
+
+
+
+
+ Monster Slayer: Relentless Slayer
+ At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+
+
+
+
+ Monster Slayer: Slayer’s Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
+
+
+
Ranger (Primeval Guardian)
@@ -13160,70 +13605,6 @@
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
-
-
- Ranger Conclave: Primeval Guardian
- Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
- These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
-
-
-
- Primeval Guardian: Guardian Magic
- Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
-
- 3rd-entangle
- 5th-enhance ability
- 9th-conjure animals
- 13th-giant insect
- 17th-insect plague
-
-
- Primeval Guardian: Guardian Soul
- Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
- You undergo the following changes while in your guardian form:
-
- • Your size becomes Large, unless you were larger.
-
- • Any speed you have becomes 5 feet, unless the speed was lower.
-
- • Your reach increases by 5 feet.
-
- • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
-
-
- Primeval Guardian: Piercing Thorns
- At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
-
-
-
-
-
- Primeval Guardian: Extra Attack
- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
-
-
-
-
-
- Primeval Guardian: Ancient Fortitude
- At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
-
-
-
-
-
- Primeval Guardian: Rooted Defense
- At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
-
-
-
-
-
- Primeval Guardian: Guardian Aura
- Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
-
-
-
Ranger Conclave: Beast Conclave
@@ -13297,148 +13678,6 @@
-
-
- Ranger Conclave: Horizon Walker
- Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
-
-
-
- Horizon Walker: Planar Magic
- Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
-
- 3rd-protection from evil and good
- 5th-alter self
- 9th-protection from energy
- 13th-banishment
- 17th-teleportation circle
-
-
- Horizon Walker: Planar Warrior
- At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
-
-
- Horizon Walker: Portal Lore
- At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
- Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
- See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
-
-
-
-
-
- Horizon Walker: Extra Attack
- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
-
-
-
-
-
- Horizon Walker: Ethereal Step
- At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
-
-
-
-
-
- Horizon Walker: Distant Strike
- At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
- If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
-
-
-
-
-
- Horizon Walker: Spectral Defense
- At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
-
-
-
-
-
- Ranger Conclave: Hunter Conclave
- Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
-
-
-
- Hunter Conclave: Hunter's Prey
- At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.
-
-
- Hunter's Prey: Colossus Slayer
- Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
-
-
- Hunter's Prey: Giant Killer
- When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
-
-
- Hunter's Prey: Horde Breaker
- Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
-
-
-
-
-
- Hunter Conclave: Extra Attack
- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
-
-
-
-
-
- Hunter Conclave: Defensive Tactics
- At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.
-
-
- Defensive Tactics: Escape the Horde
- Opportunity attacks against you are made with disadvantage.
-
-
- Defensive Tactics: Multiattack Defense
- When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
-
-
- Defensive Tactics: Steel Will
- You have advantage on saving throws against being frightened.
-
-
-
-
-
- Hunter Conclave: Multiattack
- At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack
-
-
- Multiattack: Volley
- You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
-
-
- Multiattack: Whirlwind Attack
- You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
-
-
-
-
-
- Hunter Conclave: Superior Hunter's Defense
- At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, and Uncanny Dodge.
-
-
-
- Superior Hunter's Defense: Evasion
- When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
-
-
- Superior Hunter's Defense: Stand Against the Tide
- When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
-
-
- Superior Hunter's Defense: Uncanny Dodge
- When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
-
-
-
Ranger Conclave: Deep Stalker Conclave
@@ -13494,6 +13733,268 @@
+
+
+ Ranger Conclave: Hunter Conclave
+ Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
+
+
+
+ Hunter Conclave: Hunter's Prey
+ At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.
+
+
+ Hunter's Prey: Colossus Slayer
+ Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
+
+
+ Hunter's Prey: Giant Killer
+ When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
+
+
+ Hunter's Prey: Horde Breaker
+ Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
+
+
+
+
+
+ Hunter Conclave: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Hunter Conclave: Defensive Tactics
+ At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.
+
+
+ Defensive Tactics: Escape the Horde
+ Opportunity attacks against you are made with disadvantage.
+
+
+ Defensive Tactics: Multiattack Defense
+ When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
+
+
+ Defensive Tactics: Steel Will
+ You have advantage on saving throws against being frightened.
+
+
+
+
+
+ Hunter Conclave: Multiattack
+ At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack
+
+
+ Multiattack: Volley
+ You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
+
+
+ Multiattack: Whirlwind Attack
+ You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
+
+
+
+
+
+ Hunter Conclave: Superior Hunter's Defense
+ At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, and Uncanny Dodge.
+
+
+
+ Superior Hunter's Defense: Evasion
+ When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
+
+
+ Superior Hunter's Defense: Stand Against the Tide
+ When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
+
+
+ Superior Hunter's Defense: Uncanny Dodge
+ When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
+
+
+
+
+
+ Ranger Conclave: Monster Slayer
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+
+ Monster Slayer: Slayer’s Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.
+
+ 3rd-protection from evil and good
+ 5th-zone of truth
+ 9th-magic circle
+ 13th-banishment
+ 17th-planar binding
+
+
+ Monster Slayer: Slayer’s Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+
+
+
+
+ Monster Slayer: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.
+
+
+
+
+
+ Monster Slayer: Relentless Slayer
+ At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+
+
+
+
+ Monster Slayer: Slayer’s Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
+
+
+
+
+
+ Ranger Conclave: Horizon Walker
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ This Monastic Tradition is from Unearthed Arcana: Ranger & Rogue, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+
+ Horizon Walker: Planar Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ 3rd-protection from evil and good
+ 5th-alter self
+ 9th-protection from energy
+ 13th-banishment
+ 17th-teleportation circle
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+
+ Horizon Walker: Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+
+
+
+
+ Horizon Walker: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+
+
+
+
+ Ranger Conclave: Primeval Guardian
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+
+
+ Primeval Guardian: Guardian Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ 3rd-entangle
+ 5th-enhance ability
+ 9th-conjure animals
+ 13th-giant insect
+ 17th-insect plague
+
+
+ Primeval Guardian: Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+
+ • Your size becomes Large, unless you were larger.
+
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+
+ • Your reach increases by 5 feet.
+
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+
+ Primeval Guardian: Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+
+
+
+
+ Primeval Guardian: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Primeval Guardian: Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+
+
+
+
+ Primeval Guardian: Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+
+
+
+
+ Primeval Guardian: Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+
+
Ranger (Revised) !Base10
@@ -15071,22 +15572,17 @@
Sorcerous Origin: Favored Soul (UA)
- Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
- Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
+ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of celestial magic.
+ Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command celestial power, these sorcerers can undermine the existing order and claim a direct tie to the divine. In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
- This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.
- Another version of Favored Soul appeared in the earlier Unearthed Arcana: Class Design Variants (melee-combat focused)
+ This sorcerous Origin is from Unearthed Arcana: Revised Subclasses and as such may not be allowed in your game. Consult your DM before choosing this class option.
+ This had an earlier version included in Unearthed Arcana: Sorcerer and before that Unearthed Arcana: Class Design VariantsFavored Soul: Divine MagicYour link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
-
-
- Favored Soul: Supernatural Resilience
- At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
-
+ You also learn the cure wounds spell, which doesn't count against your number of sorcerer spells known.Favored Soul: Favored by the Gods
@@ -15098,27 +15594,24 @@
- Favored Soul: Blessed Countenance
- At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
- Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
-
+ Favored Soul: Empowered Healing
+ Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.
- Favored Soul: Divine Purity
- At 14th level, you become immune to disease, poison damage, and the poisoned condition.
-
+ Favored Soul: Angelic Form
+ At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
+ In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you’re incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.Favored Soul: Unearthly Recovery
- At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
+ At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -15182,41 +15675,38 @@
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
-
+ Phoenix Soul Quirks
-
+ 1 — You absentmindedly ignite small fires that quickly sputter out.
-
+ 2 — You cackle like a fiend when you unleash your fire spells.
-
+ 3 — You admire fire, even if it burns your friends.
-
+ 4 — You are covered in burns that mark the first time your power manifested.
-
+ 5 — You like your food charred.
-
+ 6 — You are brave to the point of recklessness.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Phoenix Sorcery: IgniteAt 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
- Phoenix Sorcery: Mantle of FlameStarting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
-
+ • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
-
+ • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
-
- • Whenever you roll fire damage on your turn,
- the roll gains a bonus to equal to your Charisma modifier.
+
+ • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -15227,7 +15717,6 @@
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -15235,7 +15724,6 @@
Phoenix Sorcery: Nourishing FireStarting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
-
@@ -15243,13 +15731,12 @@
Phoenix Sorcery: Form of the PhoenixAt 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
-
+ • You have a flying speed of 40 feet and can hover.
-
+ • You have resistance to all damage.
-
+ • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
-
@@ -15318,18 +15805,18 @@
Sorcerous Origin: Stone Sorcery (UA)Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Stone Sorcery: Bonus ProficienciesAt 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
-
+ Stone Sorcery: Metal MagicYour affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
+ 1st — compelled duel1st — searing smite1st — thunderous smite
@@ -15339,24 +15826,27 @@
3rd — blinding smite3rd — elemental weapon4th — staggering smite.
- Stone Sorcery: Stone's DurabilityAt 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
- Stone Sorcery: Stone Aegis
- Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.
- As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
- In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see
- within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
-
+ Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection:
+
+ As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target.
+ Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4.
+ This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
+
+ In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker.
+ You can teleport only if you and the attacker are on the same surface.
+ You can then make one melee weapon attack against the attacker.
+ If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
@@ -15364,7 +15854,6 @@
Stone Sorcery: Stone's EdgeStarting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
-
@@ -15372,7 +15861,6 @@
Stone Sorcery: Earth Master's AegisBeginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
-
@@ -15914,22 +16402,17 @@
Sorcerous Origin: Favored Soul (UA)
- Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
- Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
+ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of celestial magic.
+ Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command celestial power, these sorcerers can undermine the existing order and claim a direct tie to the divine. In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
- This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.
- Another version of Favored Soul appeared in the earlier Unearthed Arcana: Class Design Variants (melee-combat focused)
+ This sorcerous Origin is from Unearthed Arcana: Revised Subclasses and as such may not be allowed in your game. Consult your DM before choosing this class option.
+ This had an earlier version included in Unearthed Arcana: Sorcerer and before that Unearthed Arcana: Class Design VariantsFavored Soul: Divine MagicYour link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
-
-
- Favored Soul: Supernatural Resilience
- At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
-
+ You also learn the cure wounds spell, which doesn't count against your number of sorcerer spells known.Favored Soul: Favored by the Gods
@@ -15941,27 +16424,24 @@
- Favored Soul: Blessed Countenance
- At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
- Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
-
+ Favored Soul: Empowered Healing
+ Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.
- Favored Soul: Divine Purity
- At 14th level, you become immune to disease, poison damage, and the poisoned condition.
-
+ Favored Soul: Angelic Form
+ At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
+ In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you’re incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.Favored Soul: Unearthly Recovery
- At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
+ At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -15975,41 +16455,38 @@
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
-
+ Phoenix Soul Quirks
-
+ 1 — You absentmindedly ignite small fires that quickly sputter out.
-
+ 2 — You cackle like a fiend when you unleash your fire spells.
-
+ 3 — You admire fire, even if it burns your friends.
-
+ 4 — You are covered in burns that mark the first time your power manifested.
-
+ 5 — You like your food charred.
-
+ 6 — You are brave to the point of recklessness.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Phoenix Sorcery: IgniteAt 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
- Phoenix Sorcery: Mantle of FlameStarting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
-
+ • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
-
+ • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
-
- • Whenever you roll fire damage on your turn,
- the roll gains a bonus to equal to your Charisma modifier.
+
+ • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -16020,7 +16497,6 @@
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -16028,7 +16504,6 @@
Phoenix Sorcery: Nourishing FireStarting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
-
@@ -16036,13 +16511,12 @@
Phoenix Sorcery: Form of the PhoenixAt 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
-
+ • You have a flying speed of 40 feet and can hover.
-
+ • You have resistance to all damage.
-
+ • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
-
@@ -16179,18 +16653,18 @@
Sorcerous Origin: Stone Sorcery (UA)Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Stone Sorcery: Bonus ProficienciesAt 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
-
+ Stone Sorcery: Metal MagicYour affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
+ 1st — compelled duel1st — searing smite1st — thunderous smite
@@ -16200,24 +16674,27 @@
3rd — blinding smite3rd — elemental weapon4th — staggering smite.
- Stone Sorcery: Stone's DurabilityAt 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
- Stone Sorcery: Stone Aegis
- Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.
- As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
- In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see
- within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
-
+ Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection:
+
+ As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target.
+ Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4.
+ This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
+
+ In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker.
+ You can teleport only if you and the attacker are on the same surface.
+ You can then make one melee weapon attack against the attacker.
+ If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
@@ -16225,7 +16702,6 @@
Stone Sorcery: Stone's EdgeStarting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
-
@@ -16233,7 +16709,6 @@
Stone Sorcery: Earth Master's AegisBeginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
-
@@ -16380,587 +16855,659 @@
Warlock
- 8
- Wisdom, Charisma
- Charisma
- 2,1,0,0,0,0,0,0,0,0
- 2,2,0,0,0,0,0,0,0,0
- 2,0,2,0,0,0,0,0,0,0
- 3,0,2,0,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
-
-
- Starting Proficiencies
- You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor
- Weapons: simple weapons
- Tools: none
- Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
-
-
- Starting Equipment
- You start with the following items, plus anything provided by your background.
-
- • (a) a light crossbow and 20 bolts or (b) any simple weapon
- • (a) a component pouch or (b) an arcane focus
- • (a) a scholar's pack or (b) a dungeoneer's pack
- • Leather armor, any simple weapon, and two daggers
-
- Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
-
-
+ 8
+ Wisdom, Charisma
+ Charisma
+ 2,1,0,0,0,0,0,0,0,0
+ 2,2,0,0,0,0,0,0,0,0
+ 2,0,2,0,0,0,0,0,0,0
+ 3,0,2,0,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+
+
+ Starting Proficiencies
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ Armor: light armor
+ Weapons: simple weapons
+ Tools: none
+ Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
+
+
+ Starting Equipment
+ You start with the following items, plus anything provided by your background.
+
+ • (a) a light crossbow and 20 bolts or (b) any simple weapon
+ • (a) a component pouch or (b) an arcane focus
+ • (a) a scholar's pack or (b) a dungeoneer's pack
+ • Leather armor, any simple weapon, and two daggers
+
+ Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
+
+
-
-
- Otherworldly Patron
- At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
-
+
+
+ Otherworldly Patron
+ At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
+
-
- Pact Magic
- Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
-
- Cantrips
- You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
-
- Spell Slots
- The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
-
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
- You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
- Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
-
- Spellcasting Ability
- Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
- Spell save DC: 8 + Proficiency bonus + Charisma modifier
- Spell attack modifier: Proficiency bonus + Charisma modifier
-
- Spellcasting Focus
- You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
-
+
+ Pact Magic
+ Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
+
+ Cantrips
+ You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
+
+ Spell Slots
+ The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
+ For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
+
+ Spells Known of 1st Level and Higher
+ At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
+ You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
+ Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability
+ Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
+ Spell save DC: 8 + Proficiency bonus + Charisma modifier
+ Spell attack modifier: Proficiency bonus + Charisma modifier
+
+ Spellcasting Focus
+ You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
+
-
+
-
-
- Eldritch Invocations
- In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
- At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
- Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
-
-
+
+
+ Eldritch Invocations
+ In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
+ At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
+ Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
+
+
-
-
- Pact Boon: Pact of the Chain
- You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
-
-
- Pact Boon: Pact of the Blade
- You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
-
-
- Pact Boon: Pact of the Tome
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
-
-
+
+
+ Pact Boon: Pact of the Chain
+ You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
+ When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
+ Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
+
+
+ Pact Boon: Pact of the Blade
+ You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
+ You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
+
+
+ Pact Boon: Pact of the Tome
+ Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
+
+
-
-
- Ability Score Improvement
- When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
+
-
-
- Mystic Arcanum (6th level)
- At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
-
-
+
+
+ Mystic Arcanum (6th level)
+ At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+ At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
+
+
-
-
- Ability Score Improvement
- When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Ability Score Improvement
+ When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Mystic Arcanum (7th level)
- At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Mystic Arcanum (7th level)
+ At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
- Mystic Arcanum (8th level)
- At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
+ Mystic Arcanum (8th level)
+ At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Ability Score Improvement
- When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Mystic Arcanum (9th level)
- At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Mystic Arcanum (9th level)
+ At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Master
- At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Master
+ At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
+
-
+
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
-
+
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
-
+
- Eldritch Invocation: Ascendant Step
- Prerequisite: 9th level
-
- You can cast levitate on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Minions of Chaos
- Prerequisite: 9th level
-
- You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Otherworldly Leap
- Prerequisite: 9th level
-
- You can cast jump on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Whispers of the Grave
- Prerequisite: 9th level
-
- You can cast speak with dead at will, without expending a spell slot.
-
+ Eldritch Invocation: Ascendant Step
+ Prerequisite: 9th level
+
+ You can cast levitate on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Minions of Chaos
+ Prerequisite: 9th level
+
+ You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Otherworldly Leap
+ Prerequisite: 9th level
+
+ You can cast jump on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Whispers of the Grave
+ Prerequisite: 9th level
+
+ You can cast speak with dead at will, without expending a spell slot.
+
-
+
- Eldritch Invocation: Lifedrinker
- Prerequisite: 12th level, Pact of the Blade feature
-
- When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
+ Eldritch Invocation: Lifedrinker
+ Prerequisite: 12th level, Pact of the Blade feature
+
+ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
+
-
+
- Eldritch Invocation: Chains of Carceri
- Prerequisite: 15th level, Pact of the Chain feature
-
- You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
-
-
- Eldritch Invocation: Master of Myriad Forms
- Prerequisite: 15th level
-
- You can cast alter self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Visions of Distant Realms
- Prerequisite: 15th level
-
- You can cast arcane eye at will, without expending a spell slot.
-
-
- Eldritch Invocation: Witch Sight
- Prerequisite: 15th level
-
- You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
+ Eldritch Invocation: Chains of Carceri
+ Prerequisite: 15th level, Pact of the Chain feature
+
+ You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
+
+
+ Eldritch Invocation: Master of Myriad Forms
+ Prerequisite: 15th level
+
+ You can cast alter self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Visions of Distant Realms
+ Prerequisite: 15th level
+
+ You can cast arcane eye at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Witch Sight
+ Prerequisite: 15th level
+
+ You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
+
-
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
+
+
+ Eldritch Invocation: Aspect of the Moon (UA)
+ Prerequisite: Pact of the Tome feature
+
+ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard
+
+
+ Eldritch Invocation: Cloak of Flies (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action.
+ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Cloak of Baalzebul
+
+
+ Eldritch Invocation: Eldritch Smite (UA)
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
+ If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Claw of Acamar, Curse Bringer, Mace of Dispater, Moon Bow
+
+
+ Eldritch Invocation: Frost Lance (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Grasp of Hadar (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Gift of the Ever-Living Ones (UA)
+ Prerequisite: Pact of the Chain
+
+ Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Green Lord’s Gift
+
+
+ Eldritch Invocation: Improved Pact Weapon (UA)
+ Prerequisite: Pact of the Blade feature
+
+ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
+ In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Gift of the Depths (UA)
+ Prerequisite: 5th level
+
+ You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+ You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Sea Twins’ Gift
+
+
+ Eldritch Invocation: Kiss of Mephistopheles (UA)
+ Prerequisite: 5th level, eldritch blast cantrip
+
+ When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Maddening Hex (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was split between Burning Hex and Chilling Hex
+
+
+ Eldritch Invocation: Tomb of Levistus (UA)
+ Prerequisite: 5th level
+
+ As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
+
+
+
+ Eldritch Invocation: Ghostly Gaze (UA)
+ Prerequisite: 7th level
+
+ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Gaze of Khirad
+
+
+ Eldritch Invocation: Relentless Hex (UA)
+ Prerequisite: 7th level
+
+ Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Trickster’s Escape (UA)
+ Prerequisite: 7th level
+
+ You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Path of the Seeker.
+
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+
+ Eldritch Invocation: Shroud of Shadow (UA)
+ Prerequisite: 15th level
+
+ You can cast invisibility at will, without expending a spell slot.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Shroud of Ulban.
+
-
-
- Eldritch Invocation: Shroud of Ulban (UA)
- Prerequisite: 18th level, the Great Old One patron
-
- The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
-
+
+
+
+
+ Eldritch Invocation: Caiphon's Beacon (UA)
+ Prerequisite: The Great Old One patron
+
+ The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Chronicle of the Raven Queen (UA)
+ Prerequisite: The Raven Queen patron, Pact of the Tome feature
+
+ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Raven Queen’s Blessing (UA)
+ Prerequisite: Raven Queen patron, eldritch blast cantrip
+
+ When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Seeker’s Speech (UA)
+ Prerequisite: The Seeker patron
+
+ Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+
+ Eldritch Invocation: Claw of Acamar (UA)
+ Prerequisite: The Great Old One patron, Pact of the Blade feature
+
+ You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Curse Bringer (UA)
+ Prerequisite: The Hexblade patron, Pact of the Blade feature
+
+ You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration.
+ When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Mace of Dispater (UA)
+ Prerequisite: The Fiend patron, Pact of the Blade feature
+
+ When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Moon Bow (UA)
+ Prerequisite: The Archfey patron, Pact of the Blade feature
+
+ You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
-
+ Otherworldly Patron: The Great Old OneYour patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
@@ -17009,103 +17556,97 @@
- Otherworldly Patron: The Undying
- Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
- In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
+ Otherworldly Patron: The Archfey
+ Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
- Expanded Spell List:
- The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+ Expanded Spell List: The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
- 1st - false life, ray of sickness
- 2nd - blindness/deafness, silence
- 3rd - feign death, speak with dead
- 4th - aura of life, death ward
- 5th - contagion, legend lore
+ 1st - faerie fire, sleep
+
+ 2nd - calm emotions, phantasmal force
+
+ 3rd - blink, plant growth
+
+ 4th - dominate beast, greater invisibility
+
+ 5th - dominate person, seeming
- The Undying: Among the Dead
- Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
- Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
+ The Archfey: Fey Presence
+ Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
- The Undying: Defy Death
- Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.
- Once you use this feature, you can't use it again until you finish a long rest.
+ The Archfey: Misty Escape
+ Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
-
- The Undying: Undying Nature
- Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
- In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
-
+
+ The Archfey: Beguiling Defenses
+ Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
+
- The Undying: Indestructible Life
- When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
- Once you use this feature, you can't use it again until you finish a short or long rest.
+ The Archfey: Dark Delirium
+ Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
+ Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
+ You must finish a short or long rest before you can use this feature again.
- Otherworldly Patron: The Undying Light (UA)
- Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.
- Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
- As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.
-
- d6 - Quirk
- 1 — You are afraid of the dark, and must always have a light source at hand.
- 2 — You have a nervous compulsion to keep a bright light in even the barest shadow.
- 3 — You have a compulsion to enter and illuminate dark areas.
- 4 — You have an overwhelming hatred of undead creatures.
- 5 — You fidget and are irritable when you can't see the sun.
- 6 — In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.
+ Otherworldly Patron: The Undying
+ Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
+ In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.Expanded Spell List:
- The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
-
- 1st - burning hands
- 2nd - flaming sphere
- 3rd - daylight
- 4th - fire shield
- 5th - flame strike
+ The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
- This Otherworldy Patron is from Unearthed Arcana: Light, Dark, Underdark!, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ 1st - false life, ray of sickness
+ 2nd - blindness/deafness, silence
+ 3rd - feign death, speak with dead
+ 4th - aura of life, death ward
+ 5th - contagion, legend lore
- The Undying Light: Radiant Soul
- Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known.
+ The Undying: Among the Dead
+ Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
+ Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
+
- The Undying Light: Searing Vengeance
- Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
+ The Undying: Defy Death
+ Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. Once you use this feature, you can't use it again until you finish a long rest.
-
- The Undying Light: Radiant Resilience
- Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
-
+
+ The Undying: Undying Nature
+ Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
+ In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
+
- The Undying Light: Healing Light
- At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.
- You regain all expended dice from your pool when you finish a long rest.
+ The Undying: Indestructible Life
+ When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
@@ -17126,7 +17667,17 @@
4th - ice storm, locate creature5th - commune, cone of cold
-
+
+
+ The Raven Queen: Sentinel Raven
+ Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
+ While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
+ You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
+ In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
+ The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
+ The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
+ At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
+
@@ -17258,50 +17809,55 @@
- Otherworldly Patron: The Archfey
- Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
+ Otherworldly Patron: The Celestial (UA)
+ Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
- Expanded Spell List: The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+ Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
- 1st - faerie fire, sleep
-
- 2nd - calm emotions, phantasmal force
-
- 3rd - blink, plant growth
+ Expanded Spell List:
+ The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
- 4th - dominate beast, greater invisibility
+ 1st - burning hands, cure wounds
+ 2nd - flaming sphere, lesser restoration
+ 3rd - daylight, revivify
+ 4th - guardian of faith, wall of fire
+ 5th - flame strike, greater restoration
- 5th - dominate person, seeming
+ This Otherworldy Patron is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Light, Dark, Underdark!, where it was called Undying Light
+
+
+
+ The Celestial: Bonus Cantrips
+ At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
- The Archfey: Fey Presence
- Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
- Once you use this feature, you can't use it again until you finish a short or long rest.
+ The Celestial: Healing Light
+ At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
+ As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
+ Your pool regains all expended dice when you finish a long rest.
-
- The Archfey: Misty Escape
- Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
- Once you use this feature, you can't use it again until you finish a short or long rest.
+ The Celestial: Radiant Soul
+ Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice.
- The Archfey: Beguiling Defenses
- Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
+ The Celestial: Celestial Resilience
+ Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
- The Archfey: Dark Delirium
- Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
- Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
- You must finish a short or long rest before you can use this feature again.
+ The Celestial: Searing Vengeance
+ Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
+ Once you use this feature, you can’t use it again until you finish a long rest.
@@ -17361,586 +17917,658 @@
Warlock !Base8
- Wisdom, Charisma
- Charisma
- 2,1,0,0,0,0,0,0,0,0
- 2,2,0,0,0,0,0,0,0,0
- 2,0,2,0,0,0,0,0,0,0
- 3,0,2,0,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
-
-
- Starting Proficiencies
- You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor
- Weapons: simple weapons
- Tools: none
- Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
-
-
- Starting Equipment
- You start with the following items, plus anything provided by your background.
-
- • (a) a light crossbow and 20 bolts or (b) any simple weapon
- • (a) a component pouch or (b) an arcane focus
- • (a) a scholar's pack or (b) a dungeoneer's pack
- • Leather armor, any simple weapon, and two daggers
-
- Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
-
-
+ Wisdom, Charisma
+ Charisma
+ 2,1,0,0,0,0,0,0,0,0
+ 2,2,0,0,0,0,0,0,0,0
+ 2,0,2,0,0,0,0,0,0,0
+ 3,0,2,0,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+
+
+ Starting Proficiencies
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ Armor: light armor
+ Weapons: simple weapons
+ Tools: none
+ Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
+
+
+ Starting Equipment
+ You start with the following items, plus anything provided by your background.
+
+ • (a) a light crossbow and 20 bolts or (b) any simple weapon
+ • (a) a component pouch or (b) an arcane focus
+ • (a) a scholar's pack or (b) a dungeoneer's pack
+ • Leather armor, any simple weapon, and two daggers
+
+ Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
+
+
-
-
- Otherworldly Patron
- At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
-
+
+
+ Otherworldly Patron
+ At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
+
-
- Pact Magic
- Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
-
- Cantrips
- You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
-
- Spell Slots
- The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
-
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
- You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
- Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
-
- Spellcasting Ability
- Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
- Spell save DC: 8 + Proficiency bonus + Charisma modifier
- Spell attack modifier: Proficiency bonus + Charisma modifier
-
- Spellcasting Focus
- You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
-
+
+ Pact Magic
+ Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
+
+ Cantrips
+ You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
+
+ Spell Slots
+ The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
+ For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
+
+ Spells Known of 1st Level and Higher
+ At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
+ You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
+ Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability
+ Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
+ Spell save DC: 8 + Proficiency bonus + Charisma modifier
+ Spell attack modifier: Proficiency bonus + Charisma modifier
+
+ Spellcasting Focus
+ You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
+
-
+
-
-
- Eldritch Invocations
- In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
- At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
- Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
-
-
+
+
+ Eldritch Invocations
+ In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
+ At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
+ Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
+
+
-
-
- Pact Boon: Pact of the Chain
- You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
-
-
- Pact Boon: Pact of the Blade
- You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
-
-
- Pact Boon: Pact of the Tome
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
-
-
+
+
+ Pact Boon: Pact of the Chain
+ You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
+ When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
+ Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
+
+
+ Pact Boon: Pact of the Blade
+ You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
+ You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
+
+
+ Pact Boon: Pact of the Tome
+ Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
+
+
-
-
- Ability Score Improvement
- When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
+
-
-
- Mystic Arcanum (6th level)
- At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
-
-
+
+
+ Mystic Arcanum (6th level)
+ At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+ At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
+
+
-
-
- Ability Score Improvement
- When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Ability Score Improvement
+ When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Mystic Arcanum (7th level)
- At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Mystic Arcanum (7th level)
+ At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
- Mystic Arcanum (8th level)
- At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
+ Mystic Arcanum (8th level)
+ At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Ability Score Improvement
- When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Mystic Arcanum (9th level)
- At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Mystic Arcanum (9th level)
+ At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Master
- At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Master
+ At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
+
-
+
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
-
+
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
-
+
- Eldritch Invocation: Ascendant Step
- Prerequisite: 9th level
-
- You can cast levitate on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Minions of Chaos
- Prerequisite: 9th level
-
- You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Otherworldly Leap
- Prerequisite: 9th level
-
- You can cast jump on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Whispers of the Grave
- Prerequisite: 9th level
-
- You can cast speak with dead at will, without expending a spell slot.
-
+ Eldritch Invocation: Ascendant Step
+ Prerequisite: 9th level
+
+ You can cast levitate on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Minions of Chaos
+ Prerequisite: 9th level
+
+ You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Otherworldly Leap
+ Prerequisite: 9th level
+
+ You can cast jump on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Whispers of the Grave
+ Prerequisite: 9th level
+
+ You can cast speak with dead at will, without expending a spell slot.
+
-
+
- Eldritch Invocation: Lifedrinker
- Prerequisite: 12th level, Pact of the Blade feature
-
- When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
+ Eldritch Invocation: Lifedrinker
+ Prerequisite: 12th level, Pact of the Blade feature
+
+ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
+
-
+
- Eldritch Invocation: Chains of Carceri
- Prerequisite: 15th level, Pact of the Chain feature
-
- You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
-
-
- Eldritch Invocation: Master of Myriad Forms
- Prerequisite: 15th level
-
- You can cast alter self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Visions of Distant Realms
- Prerequisite: 15th level
-
- You can cast arcane eye at will, without expending a spell slot.
-
-
- Eldritch Invocation: Witch Sight
- Prerequisite: 15th level
-
- You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
+ Eldritch Invocation: Chains of Carceri
+ Prerequisite: 15th level, Pact of the Chain feature
+
+ You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
+
+
+ Eldritch Invocation: Master of Myriad Forms
+ Prerequisite: 15th level
+
+ You can cast alter self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Visions of Distant Realms
+ Prerequisite: 15th level
+
+ You can cast arcane eye at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Witch Sight
+ Prerequisite: 15th level
+
+ You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
+
-
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
+
+
+ Eldritch Invocation: Aspect of the Moon (UA)
+ Prerequisite: Pact of the Tome feature
+
+ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard
+
+
+ Eldritch Invocation: Cloak of Flies (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action.
+ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Cloak of Baalzebul
+
+
+ Eldritch Invocation: Eldritch Smite (UA)
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
+ If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Claw of Acamar, Curse Bringer, Mace of Dispater, Moon Bow
+
+
+ Eldritch Invocation: Frost Lance (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Grasp of Hadar (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Gift of the Ever-Living Ones (UA)
+ Prerequisite: Pact of the Chain
+
+ Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Green Lord’s Gift
+
+
+ Eldritch Invocation: Improved Pact Weapon (UA)
+ Prerequisite: Pact of the Blade feature
+
+ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
+ In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Gift of the Depths (UA)
+ Prerequisite: 5th level
+
+ You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+ You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Sea Twins’ Gift
+
+
+ Eldritch Invocation: Kiss of Mephistopheles (UA)
+ Prerequisite: 5th level, eldritch blast cantrip
+
+ When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Maddening Hex (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was split between Burning Hex and Chilling Hex
+
+
+ Eldritch Invocation: Tomb of Levistus (UA)
+ Prerequisite: 5th level
+
+ As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
+
+
+
+ Eldritch Invocation: Ghostly Gaze (UA)
+ Prerequisite: 7th level
+
+ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Gaze of Khirad
+
+
+ Eldritch Invocation: Relentless Hex (UA)
+ Prerequisite: 7th level
+
+ Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Trickster’s Escape (UA)
+ Prerequisite: 7th level
+
+ You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Path of the Seeker.
+
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+
+ Eldritch Invocation: Shroud of Shadow (UA)
+ Prerequisite: 15th level
+
+ You can cast invisibility at will, without expending a spell slot.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Shroud of Ulban.
+
-
-
- Eldritch Invocation: Shroud of Ulban (UA)
- Prerequisite: 18th level, the Great Old One patron
-
- The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
-
+
+
+
+
+ Eldritch Invocation: Caiphon's Beacon (UA)
+ Prerequisite: The Great Old One patron
+
+ The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Chronicle of the Raven Queen (UA)
+ Prerequisite: The Raven Queen patron, Pact of the Tome feature
+
+ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Raven Queen’s Blessing (UA)
+ Prerequisite: Raven Queen patron, eldritch blast cantrip
+
+ When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Seeker’s Speech (UA)
+ Prerequisite: The Seeker patron
+
+ Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+
+ Eldritch Invocation: Claw of Acamar (UA)
+ Prerequisite: The Great Old One patron, Pact of the Blade feature
+
+ You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Curse Bringer (UA)
+ Prerequisite: The Hexblade patron, Pact of the Blade feature
+
+ You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration.
+ When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Mace of Dispater (UA)
+ Prerequisite: The Fiend patron, Pact of the Blade feature
+
+ When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Moon Bow (UA)
+ Prerequisite: The Archfey patron, Pact of the Blade feature
+
+ You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
-
+ Warlock (Archfey)
@@ -17991,6 +18619,63 @@
+
+ Warlock (Celestial)
+
+
+
+ Otherworldly Patron: The Celestial (UA)
+ Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
+
+ Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
+
+ Expanded Spell List:
+ The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ 1st - burning hands, cure wounds
+ 2nd - flaming sphere, lesser restoration
+ 3rd - daylight, revivify
+ 4th - guardian of faith, wall of fire
+ 5th - flame strike, greater restoration
+
+ This Otherworldy Patron is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Light, Dark, Underdark!, where it was called Undying Light
+
+
+
+ The Celestial: Bonus Cantrips
+ At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
+
+
+ The Celestial: Healing Light
+ At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
+ As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
+ Your pool regains all expended dice when you finish a long rest.
+
+
+
+
+
+ The Celestial: Radiant Soul
+ Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice.
+
+
+
+
+
+ The Celestial: Celestial Resilience
+ Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
+
+
+
+
+
+ The Celestial: Searing Vengeance
+ Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
+ Once you use this feature, you can’t use it again until you finish a long rest.
+
+
+
Warlock (Fiend)
@@ -18167,7 +18852,17 @@
4th - ice storm, locate creature5th - commune, cone of cold
-
+
+
+ The Raven Queen: Sentinel Raven
+ Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
+ While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
+ You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
+ In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
+ The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
+ The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
+ At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
+
@@ -18253,64 +18948,6 @@
-
- Warlock (Undying Light)
-
-
-
- Otherworldly Patron: The Undying Light (UA)
- Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.
- Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
- As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.
-
- d6 - Quirk
- 1 — You are afraid of the dark, and must always have a light source at hand.
- 2 — You have a nervous compulsion to keep a bright light in even the barest shadow.
- 3 — You have a compulsion to enter and illuminate dark areas.
- 4 — You have an overwhelming hatred of undead creatures.
- 5 — You fidget and are irritable when you can't see the sun.
- 6 — In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.
-
- Expanded Spell List:
- The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
-
- 1st - burning hands
- 2nd - flaming sphere
- 3rd - daylight
- 4th - fire shield
- 5th - flame strike
-
- This Otherworldy Patron is from Unearthed Arcana: Light, Dark, Underdark!, and as such may not be allowed in your game. Consult your DM before choosing this option.
-
-
- The Undying Light: Radiant Soul
- Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known.
-
-
-
-
-
- The Undying Light: Searing Vengeance
- Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
- Once you use this feature, you can't use it again until you finish a long rest.
-
-
-
-
-
- The Undying Light: Radiant Resilience
- Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
-
-
-
-
-
- The Undying Light: Healing Light
- At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.
- You regain all expended dice from your pool when you finish a long rest.
-
-
-
Warlock (Undying)
@@ -19774,7 +20411,7 @@ versatility, at the table its effects can be difficult to spot by the other play
At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, magical energy arcs from you; each creature of your choice within 10 feet of you takes force damage equal to half your wizard level.
-
+ ActorSkilled at mimicry and dramatics, you gain the following benefits:• Increase your Charisma score by 1, to a maximum of 20.
@@ -19786,7 +20423,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 165charisma +1
-
+ AlertAlways on the lookout for danger, you gain the following
@@ -19799,7 +20436,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 165initiative +5
-
+ AthleteYou have undergone extensive physical training to gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20.
@@ -19811,7 +20448,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 165 and 6/10/2015 errata
-
+ ChargerWhen you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
@@ -19819,7 +20456,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 165
-
+ Crossbow ExpertThanks to extensive practice with the crossbow, you gain the following benefits:
@@ -19831,14 +20468,14 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 165
-
+ Defensive DuelistDexterity 13 or higherWhen you are wielding a finesse weapon with which you are proficient 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, potentially causing the attack to miss you.Source: Player's Handbook, page 165
-
+ Dragonmark of Detectionhalf-elfYour have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house.
@@ -19855,7 +20492,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of Findinghalf-orc or humanYour have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house.
@@ -19872,7 +20509,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HandlinghumanYour have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house.
@@ -19889,7 +20526,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HealinghalflingYour have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house.
@@ -19906,7 +20543,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of HospitalityhalflingYour have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house.
@@ -19923,7 +20560,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of MakinghumanYour have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house.
@@ -19940,7 +20577,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of PassagehumanYour have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house.
@@ -19957,7 +20594,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of ScribinggnomeYour have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house.
@@ -19974,7 +20611,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of SentinelhumanYour have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house.
@@ -19991,7 +20628,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of ShadowelfYour have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses.
@@ -20008,7 +20645,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of Stormhalf-elfYour have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house.
@@ -20025,7 +20662,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dragonmark of WardingdwarfYour have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house.
@@ -20042,7 +20679,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Unearthed Arcana - Eberron, page 5
-
+ Dual WielderYou master fighting with two weapons, gaining the following benefits:
@@ -20054,7 +20691,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 165
-
+ Dungeon DelverAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
@@ -20068,7 +20705,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 166
-
+ DurableHardy and resilient, you gain the following benefits:
@@ -20079,7 +20716,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 166constitution +1
-
+ Elemental AdeptThe ability to cast at least one spellWhen you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
@@ -20090,7 +20727,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 166
-
+ GrapplerStrength 13 or higherYou've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
@@ -20101,7 +20738,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167 and 6/10/2015 errata
-
+ Great Weapon MasterYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
@@ -20111,7 +20748,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167
-
+ HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
@@ -20121,7 +20758,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167
-
+ Heavily ArmoredProficiency with medium armorYou have trained to master the use of heavy armor, gaining the following benefits:
@@ -20133,7 +20770,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167strength +1
-
+ Heavy Armor MasterProficiency with heavy armorYou can use your armor to deflect strikes that would kill others. You gain the following benefits:
@@ -20145,14 +20782,14 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167strength +1
-
+ Inspiring LeaderCHA 13You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.Source: Player's Handbook, page 167
-
+ Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
@@ -20167,7 +20804,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167intelligence +1
-
+ Lightly ArmoredYou have trained to master the use of light armor, gaining the following benefits:
@@ -20177,7 +20814,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167
-
+ LinguistYou have studied languages and codes, gaining the following benefits:
@@ -20190,7 +20827,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167intelligence +1
-
+ LuckyYou have inexplicable luck that seems to kick in at just the right moment.
@@ -20202,7 +20839,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 167
-
+ Mage SlayerYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
@@ -20214,7 +20851,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168
-
+ Magic InitiateChoose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
@@ -20224,7 +20861,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ Martial AdeptYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
@@ -20234,7 +20871,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ Medium Armor MasterProficiency with medium armorYou have practiced moving in medium armor to gain the following benefits:
@@ -20245,7 +20882,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168
-
+ MobileYou are exceptionally speedy and agile. You gain the following benefits:
@@ -20258,7 +20895,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168speed +10
-
+ Moderately ArmoredProficiency with light armorYou have trained to master the use of medium armor and shields, gaining the following benefits:
@@ -20269,7 +20906,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168
-
+ Mounted CombatantYou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
@@ -20281,7 +20918,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168
-
+ ObservantQuick to notice details of your environment, you gain the following benefits:
@@ -20294,7 +20931,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168passive wisdom +5
-
+ Polearm MasterYou can keep your enemies at bay with reach weapons. You gain the following benefits:
@@ -20304,7 +20941,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168 and 6/10/2015 errata
-
+ ResilientChoose one ability score. You gain the following benefits:
@@ -20314,7 +20951,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 168
-
+ Ritual CasterIntelligence or Wisdom 13 or higherYou have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
@@ -20325,11 +20962,11 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 169
-
+ Savage AttackerOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
-
+ SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
@@ -20341,7 +20978,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 169 and 6/10/2015 errata
-
+ SharpshooterYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
@@ -20353,7 +20990,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 170
-
+ Shield MasterYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
@@ -20365,13 +21002,13 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 170
-
+ SkilledYou gain proficiency in any combination of three skills or tools of your choice.Source: Player's Handbook, page 170
-
+ SkulkerDexterity 13 or higherYou are expert at slinking through shadows. You gain the following benefits:
@@ -20384,7 +21021,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 170
-
+ Spell SniperThe ability to cast at least one spellYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
@@ -20397,7 +21034,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 170
-
+ Svirfneblin MagicGnome (deep gnome)You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
@@ -20406,7 +21043,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Elemental Evil Player's Companion, page 7
-
+ Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
@@ -20420,13 +21057,13 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 170 and 6/10/2015 errata
-
+ ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.Source: Player's Handbook, page 170
-
+ War CasterThe ability to cast at least one spellYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
@@ -20439,7 +21076,7 @@ versatility, at the table its effects can be difficult to spot by the other play
Source: Player's Handbook, page 170
-
+ Weapon MasterYou have practiced extensively with a variety of weapons, gaining the following benefits:
@@ -40018,7 +40655,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost
- 1st level {4 slots): alarm*, mage armor, magic missile, shield*
+ 1st level (4 slots): alarm*, mage armor, magic missile, shield*2nd level (3 slots): arcane lock*, invisibility
@@ -41250,10 +41887,6 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.
-
- Legendary Resistance (3/Day)
- If the dragon fails a saving throw, it can choose to succeed instead.
- MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
@@ -42040,7 +42673,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Animated TableL
- construct
+ construct, tales from the yawning portalunaligned15 (natural armor)39 (6d10+6)
@@ -42058,7 +42691,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
2Source
- Tales from the Yawning Portal, page 230
+ tales from the yawning portal, page 230Constructed Nature
@@ -45783,7 +46416,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Centaur MummyL
- undead
+ undead, tales from the yawning portallawful evil13 (natural armor)85 (10d10+30)
@@ -45801,7 +46434,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
6Source
- Tales from the Yawning Portal, page 231
+ tales from the yawning portal, page 231Undead NatureA mummy doesn't require air, food, drink, or sleep.
@@ -47324,7 +47957,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
humanoid (Illuskan human), storm kings thunderneutral12
- 27(5d8+5)
+ 27 (5d8+5)30 ft.1515
@@ -47623,7 +48256,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Deathlock WightM
- undead
+ undead, tales from the yawning portalneutral evil12 (15 with mage armor)37 (5d8+15)
@@ -47641,7 +48274,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
3Source
- Tales from the Yawning Portal, page 233
+ tales from the yawning portal, page 233Undead NatureA wight doesn't require air, food, drink, or sleep.
@@ -48912,7 +49545,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Dread WarriorM
- undead
+ undead, tales from the yawning portalneutral evil18 (chain mail, shield)37 (5d8+15)
@@ -48930,7 +49563,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
lSource
- Tales from the Yawning Portal, page 233
+ tales from the yawning portal, page 233Undead NatureA dread warrior doesn't require air, food, drink, or sleep.
@@ -49839,7 +50472,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Duergar SpyM
- humanoid (dwarf)
+ humanoid (dwarf), tales from the yawning portallawful evil15 (studded leather)33 (6d8+6)
@@ -49857,7 +50490,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
2Source
- Tales from the Yawning Portal, page 234
+ tales from the yawning portal, page 234Cunning ActionOn each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
@@ -53232,7 +53865,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Giant CrayfishL
- beast
+ beast, tales from the yawning portalunaligned15 (natural armor)45 (7d10+7)
@@ -53251,7 +53884,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
2Source
- Tales from the Yawning Portal, page 235
+ tales from the yawning portal, page 235AmphibiousThe giant crayfish can breathe air and water.
@@ -53262,8 +53895,8 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Claw
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1dl0 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
- Claw|4|1dl0+2
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
+ Claw|4|1d10+2
@@ -53517,7 +54150,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Giant Lightning EelL
- beast
+ beast, tales from the yawning portalunaligned1342 (5d10+15)
@@ -53535,7 +54168,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
3Source
- Tales from the Yawning Portal, page 236
+ tales from the yawning portal, page 236Water BreathingThe eel can breathe only underwater.
@@ -53912,7 +54545,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Giant Subterranean LizardH
- beast
+ beast, tales from the yawning portalunaligned14 (natural armor)66 (7d12+21)
@@ -53930,7 +54563,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
4Source
- Tales from the Yawning Portal, page 236
+ tales from the yawning portal, page 236Multiattack
@@ -55191,7 +55824,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Greater ZombieM
- undead
+ undead, tales from the yawning portalneutral evil15 (natural armor)97 (13d8+39)
@@ -55210,7 +55843,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
5Source
- Tales from the Yawning Portal, page 237
+ tales from the yawning portal, page 237Undead NatureA zombie doesn't require air, food, drink, or sleep.
@@ -58201,7 +58834,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Kalka-KyllaL
- monstrosity
+ monstrosity, tales from the yawning portalneutral15 (natural armor)85 (10d10+30)
@@ -58219,7 +58852,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
3Source
- Tales from the Yawning Portal, page 238
+ tales from the yawning portal, page 238AmphibiousKalka-Kylla can breathe air and water.
@@ -58247,7 +58880,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
KelpieM
- plant
+ plant, tales from the yawning portalneutral evil14 (natural armor)67 (9d8+27)
@@ -58265,7 +58898,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
4Source
- Tales from the Yawning Portal, page 238
+ tales from the yawning portal, page 238AmphibiousThe kelpie can breathe air and water.
@@ -59916,7 +60549,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Malformed KrakenH
- monstrosity
+ monstrosity, tales from the yawning portalchaotic evil17 (natural armor)172 (15d12+75)
@@ -59934,7 +60567,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
10Source
- Tales from the Yawning Portal, page 239
+ tales from the yawning portal, page 239AmphibiousThe kraken can breathe air and water.
@@ -59963,7 +60596,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Lightning Storm
- The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet ofit. A target must make a DC 16 Dexterity saving throw, taking 16 (3dl0) lightning damage on a failed save, or half as much damage on a successful one.
+ The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet ofit. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
@@ -62177,7 +62810,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
NereidM
- fey
+ fey, tales from the yawning portalany chaotic alignment1344 (8d8+8)
@@ -62195,7 +62828,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
2Source
- Tales from the Yawning Portal, page 240
+ tales from the yawning portal, page 240AmphibiousThe nereid can breathe air and water.
@@ -63035,7 +63668,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Ooze MasterH
- undead
+ undead, tales from the yawning portallawful evil9 (natural armor)138 (12d12+60)
@@ -63053,7 +63686,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
10Source
- Tales from the Yawning Portal, page 241
+ tales from the yawning portal, page 241Undead NatureThe ooze master doesn't require air, food, drink, or sleep.
@@ -63065,7 +63698,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Instinctive Attack
- When the Ooze Master casts a spell with a casting time of l action, it can make one pseudopod attack as a bonus action.
+ When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.Spellcasting
@@ -66438,7 +67071,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Sea LionL
- monstrosity
+ monstrosity, tales from the yawning portalunaligned15 (natural armor)90 (12d10+24)
@@ -66456,7 +67089,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
5Source
- Tales from the Yawning Portal, page 242
+ tales from the yawning portal, page 242Amphibious
@@ -66819,7 +67452,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Sharwyn HucreleM
- humanoid (human)
+ humanoid (human), tales from the yawning portalneutral evil16 (Barkskin trait)13 (2d8+4)
@@ -66837,7 +67470,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
1/2Source
- Tales from the Yawning Portal, page 242
+ tales from the yawning portal, page 242Barkskin
@@ -67143,7 +67776,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Sir BrafordM
- humanoid (human)
+ humanoid (human), tales from the yawning portalneutral evil18 (chain mail, shield)19 (3d8+6)
@@ -67161,18 +67794,18 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
1/2Source
- Tales from the Yawning Portal, page 243
+ tales from the yawning portal, page 243BarkskinSir Braford's AC can't be lower than 16.Special Equipment
- Sir Braford wields Shatterspike, a magic longsword that grants a + l bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties.
+ Sir Braford wields Shatterspike, a magic longsword that grants a + 1 bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties.Tree Thrall
- If the Gulthias Tree dies, Sir Bra ford dies 24 hours later.
+ If the Gulthias Tree dies, Sir Braford dies 24 hours later.Longsword
@@ -67232,7 +67865,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
SirenM
- fey
+ fey, tales from the yawning portalchaotic good1438 (7d8+7)
@@ -67250,7 +67883,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
3Source
- Tales from the Yawning Portal, page 243
+ tales from the yawning portal, page 243AmphibiousSiren can breathe air and water.
@@ -67259,7 +67892,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Innate SpellcastingSiren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
- 1/day each: charm person.fog cloud, greater invisibility, polymorph (self only).
+ 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only).Magic Resistance
@@ -69222,7 +69855,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Tarul VarM
- undead
+ undead, tales from the yawning portalneutral evil16 (natural armor)105 (14d8+42)
@@ -69240,7 +69873,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
13Source
- Tales from the Yawning Portal, page 244
+ tales from the yawning portal, page 244Undead NatureA lich doesn't require air, food, drink, or sleep.
@@ -69311,7 +69944,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Thayan WarriorM
- humanoid (human)
+ humanoid (human), tales from the yawning portalany non-good alignment16 (chain shirt, shield)52 (8d8+16)
@@ -69329,7 +69962,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
2Source
- Tales from the Yawning Portal, page 246
+ tales from the yawning portal, page 246Doomvault Devotion
@@ -69428,12 +70061,12 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Thorn SlingerL
- plant
+ plant, tales from the yawning portalunaligned1132 (5d10+5)10 ft.
- 131212l10l
+ 1312121101
@@ -69446,7 +70079,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
1/2Source
- Tales from the Yawning Portal, page 246
+ tales from the yawning portal, page 246Adhesive BlossomsThe thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.
@@ -71093,7 +71726,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Vampiric MistM
- undead
+ undead, tales from the yawning portalchaotic evil1345 (6d8+18)
@@ -71111,7 +71744,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
3Source
- Tales from the Yawning Portal, page 247
+ tales from the yawning portal, page 247Undead NatureA vampiric mist doesn't require air or sleep.
@@ -71248,14 +71881,6 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Plant Camouflage The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
-
- Plant Camouflage
- The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
-
-
- Regeneration
- The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
- RegenerationThe vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
@@ -72426,7 +73051,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
White MawG
- ooze
+ ooze, tales from the yawning portalchaotic neutral5
@@ -72445,7 +73070,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
10Source
- Tales from the Yawning Portal, page 248
+ tales from the yawning portal, page 248Ooze Nature
@@ -74720,7 +75345,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
YusdraylS
- humanoid (kobold)
+ humanoid (kobold), tales from the yawning portallawful evil12 (15 with mage armor)16 (3d6+6)
@@ -74738,7 +75363,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
1Source
- Tales from the Yawning Portal, page 248
+ tales from the yawning portal, page 248Spellcasting
@@ -74913,7 +75538,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
detect magic, locate animals or plants, ray of sickness, dispel magic, ensnaring strike, entangle, plant growth, etherealness, teleport
-
+AarakocraM25
@@ -74931,7 +75556,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common, Aarakocra, and Auran.
-
+ Aasimar (Fallen)M30
@@ -74964,7 +75589,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Once you use this trait, you can't use it again until you finish a long rest.
-
+Aasimar (Protector)M30
@@ -74997,7 +75622,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Once you use this trait, you can't use it again until you finish a long rest.
-
+Aasimar (Scourge)M30
@@ -75030,7 +75655,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Once you use this trait, you can't use it again until you finish a long rest.
-
+BugbearM30
@@ -75061,7 +75686,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Goblin.
-
+DragonbornM30
@@ -75087,7 +75712,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
-
+ Dwarf (Duergar)M25
@@ -75125,7 +75750,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You have disadvantage on attack rolls and 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.
-
+ Dwarf (Hill)M25
@@ -75159,7 +75784,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
-
+ Dwarf (Mountain)M25
@@ -75193,7 +75818,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You have proficiency with light and medium armor.
-
+ Elf (Drow)M30
@@ -75232,7 +75857,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You have proficiency with rapiers, shortswords, and hand crossbows.
-
+ Elf (Eladrin)M30
@@ -75267,7 +75892,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
-
+ Elf (High)M30
@@ -75302,7 +75927,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
-
+ Elf (Wood)M35
@@ -75341,7 +75966,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
-
+ FirbolgM30
@@ -75368,7 +75993,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common, Elvish, and Giant.
-
+Genasi (Air)M30
@@ -75386,7 +76011,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Genasi (Earth)M30
@@ -75404,7 +76029,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Genasi (Fire)M30
@@ -75426,7 +76051,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Genasi (Water)M30
@@ -75452,7 +76077,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
+ Gnome (Deep)S25
@@ -75474,7 +76099,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
-
+ Gnome (Forest)S25
@@ -75500,7 +76125,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
-
+ Gnome (Rock)S25
@@ -75534,7 +76159,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
-
+ GoblinS30
@@ -75557,7 +76182,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Goblin.
-
+GoliathM30
@@ -75584,7 +76209,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Giant.
-
+ Half-ElfM30
@@ -75610,7 +76235,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Aquatic Elf Descent)M30
@@ -75641,7 +76266,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Drow Descent)M30
@@ -75671,7 +76296,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Moon Elf or Sun Elf Descent)M30
@@ -75704,7 +76329,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-Elf (Wood Elf Descent)M30
@@ -75740,7 +76365,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
+ Half-OrcM30
@@ -75767,7 +76392,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
-
+ Halfling (Ghostwise)S25
@@ -75793,7 +76418,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
-
+Halfling (Lightfoot)S25
@@ -75819,7 +76444,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
-
+ Halfling (Stout)S25
@@ -75845,7 +76470,8 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You have advantage on saving throws against poison, and you have resistance against poison damage.
-
+
+ HobgoblinM30
@@ -75868,7 +76494,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Goblin.
-
+HumanM30
@@ -75878,7 +76504,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
-
+ Human (Variant)M30
@@ -75899,7 +76525,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
-
+ KenkuM30
@@ -75922,7 +76548,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can read and write Common and Auran, but you can speak only using your Mimicry trait
-
+KoboldS30
@@ -75949,7 +76575,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Draconic.
-
+LizardfolkM30
@@ -75988,7 +76614,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Draconic.
-
+OrcM30
@@ -76015,7 +76641,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Orc.
-
+Shifter (Razorclaw)M30
@@ -76041,33 +76667,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
-
- Shifter (Wildhunt)
- M
- 30
- Dex 1, Wis 1
-
- Darkvision
- Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
-
- Shifting
- On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
-
- While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.
-
- You must finish a short or long rest before you can shift again.
-
-
- Languages
- You can speak, read, and write Common and Sylvan.
-
-
- Shifting Feature
- While shifting, you gain advantage on all Wisdom-based checks and saving throws.
-
-
-
+ TabaxiM30
@@ -76094,7 +76694,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and one other language of your choice.
-
+Tiefling (Infernal)M30
@@ -76135,7 +76735,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone
-
+ TritonM30
@@ -76166,7 +76766,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can speak, read, and write Common and Primordial.
-
+Yuan-ti PurebloodM30
@@ -76708,6 +77308,22 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
+
+ Banishing Arrow
+ 1
+ A
+
+
+
+
+ Fighter (Arcane Archer)
+ You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild.
+ If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished.
+ While banished in this way, its speed is 0, and it is incapacitated.
+ At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
+ After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
+ 2d6
+ Banishing Smite5
@@ -76728,7 +77344,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetV, S, M (an item distasteful to the target)Concentration, up to 1 minute
- Cleric, Paladin, Paladin (Crown), Paladin (Vengeance), Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Ranger (Horizon Walker)
+ Cleric, Paladin, Paladin (Crown), Paladin (Vengeance), Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Ranger (Monster Slayer), Ranger (Horizon Walker)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
@@ -76950,7 +77566,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
30 feetV, SInstantaneous
- Cleric (Death), Druid, Druid (Desert), Paladin (Oathbreaker), Sorcerer, Warlock, Wizard, Cleric (Grave), Paladin (Conquest)
+ Cleric (Death), Druid, Druid (Desert), Paladin (Oathbreaker), Sorcerer, Warlock, Wizard, Cleric (Grave)Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
@@ -77083,7 +77699,23 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d8 for each slot level.
-
+
+ Brute Bane Arrow
+ 1
+ N
+
+
+
+
+ Fighter (Arcane Archer)
+ You weave necromantic magic into your arrow.
+ If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw.
+ On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
+ The necrotic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+ Brute Force (Immortal)1
@@ -77117,7 +77749,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Self (15-foot cone)V, SInstantaneous
- Cleric (Light), Sorcerer, Warlock (Fiend), Wizard, Fighter (Eldritch Knight), Warlock (Undying Light)
+ Cleric (Light), Sorcerer, Warlock (Fiend), Wizard, Fighter (Eldritch Knight), Warlock (Celestial)As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects in the area that aren't being worn or carried.
@@ -77125,6 +77757,21 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.3d6
+
+ Bursting Arrow
+ 1
+ EV
+
+
+
+
+ Fighter (Arcane Archer)
+ You imbue your arrow with a blast of force energy drawn from the school of evocation.
+ If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
+ The force damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+ Call Lightning3
@@ -77174,65 +77821,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
This spell can be found in the Elemental Evil Player's Companion3d8
-
- Cavalier's Defense
- 1
- EV
-
- Self or Mount
- Mounted
- Fighter (Cavalier)
- If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
-
- Add roll to AC, take half damage if still hit.
- 1d8
- 1d10
- 1d12
-
-
-
- Cavalier's Lance
- 1
- EV
- Mounted Attack with a lance
- Fighter (Cavalier)
- When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
-
- Add roll to damage, knock prone vs Strength Saving Throw
- At 7th (class) level, use twice for disadvantage.
- 1d8
- 1d10
- 1d12
-
-
- Cavalier's Precision
- 1
- EV
-
- Fighter (Cavalier)
- When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
-
- Add roll to Weapon Attack Roll
- 1d8
- 1d10
- 1d12
-
-
- Cavalier's Ride
- 1
- EV
- Mounted Skill Check to influence or control
-
- Fighter (Cavalier)
- When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful
-
- Add roll to Skill Check
- 1d8
- 1d10
- 1d12
-
-
+ Celerity (Immortal)1
@@ -77405,7 +77994,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
120 feetV, SConcentration, up to 10 minutes
- Cleric (Death), Druid (Underdark), Sorcerer, Wizard
+ Cleric (Death), Druid (Underdark), Sorcerer, Wizard, Paladin (Conquest)You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
@@ -77816,7 +78405,22 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
This spell can be found in the Elemental Evil Player's Companion
-
+
+ Control Mount
+ 1
+
+
+
+
+ Fighter (Cavalier)
+ When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
+
+ Add roll to Skill Check
+ 1d8
+ 1d10
+ 1d12
+
+ Control Water4T
@@ -77953,7 +78557,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetSInstantaneous
- Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight)
+ Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Redemption)You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.At Higher Level. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
@@ -78168,7 +78772,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
TouchV, SInstantaneous
- Artificer, Bard, Cleric, Cleric (Life), Druid, Paladin, Ranger
+ Artificer, Bard, Cleric, Cleric (Life), Druid, Paladin, Ranger, Warlock (Celestial)A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
@@ -78247,7 +78851,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetV, S1 hour
- Cleric, Cleric (Light), Druid, Druid (Grassland), Paladin, Ranger, Sorcerer, Warlock (Undying Light)
+ Cleric, Cleric (Light), Druid, Druid (Grassland), Paladin, Ranger, Sorcerer, Warlock (Celestial)A 60-foot-radius sphere of light 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 with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
@@ -78330,7 +78934,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
V, SConcentration, up to 10 minutesCleric, Paladin
- For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
+ For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic
@@ -78775,14 +79379,17 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can cast levitate on yourself at will, without expending a spell slot or material components.
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
+
+ Eldritch Invocation: Aspect of the Moon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Tome feature
+
+ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard
+
+ Eldritch Invocation: Beast SpeechWarlock Eldritch InvocationYou can cast speak with animals at will, without expending a spell slot.
@@ -78807,64 +79414,67 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
- Eldritch Invocation: Burning Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
+
+ Eldritch Invocation: Caiphon's Beacon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Great Old One patron
+
+ The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+ Eldritch Invocation: Chains of CarceriWarlock Eldritch InvocationPrerequisite: 15th level, Pact of the Chain featureYou can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
-
- Eldritch Invocation: Chilling Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
+
+ Eldritch Invocation: Chronicle of the Raven Queen (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Raven Queen patron, Pact of the Tome feature
+
+ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Claw of Acamar (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Great Old One patron, Pact of the Blade feature
+
+ You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Cloak of Flies (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action.
+ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Cloak of Baalzebul
+
+
+ Eldritch Invocation: Curse Bringer (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Hexblade patron, Pact of the Blade feature
+
+ You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
+ When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+ Eldritch Invocation: Devil's SightWarlock Eldritch InvocationYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
@@ -78881,6 +79491,17 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Warlock Eldritch InvocationYou can cast detect magic at will, without expending a spell slot.
+
+ Eldritch Invocation: Eldritch Smite (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
+ If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Claw of Acamar, Curse Bringer, Mace of Dispater, Moon Bow
+ Eldritch Invocation: Eldritch SpearWarlock Eldritch Invocation
@@ -78898,69 +79519,108 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Warlock Eldritch InvocationYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
- Eldritch Invocation: Frost Lance (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Warlock Eldritch Invocation
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
+
+ Eldritch Invocation: Frost Lance (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ Eldritch Invocation: Gaze of Two MindsWarlock Eldritch InvocationYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
+
+ Eldritch Invocation: Ghostly Gaze (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Gaze of Khirad
+
+
+ Eldritch Invocation: Gift of the Depths (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+ You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Sea Twins’ Gift
+
+
+ Eldritch Invocation: Gift of the Ever-Living Ones (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Chain
+
+ Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Green Lord’s Gift
+
+
+ Eldritch Invocation: Grasp of Hadar (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Improved Pact Weapon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Blade feature
+
+ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
+ In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Kiss of Mephistopheles (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level, eldritch blast cantrip
+
+ When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ Eldritch Invocation: LifedrinkerWarlock Eldritch InvocationPrerequisite: 12th level, Pact of the Blade featureWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
- Eldritch Invocation: Mace of Dispater (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
+
+ Eldritch Invocation: Mace of Dispater (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Fiend patron, Pact of the Blade feature
+
+ When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Maddening Hex (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was split between Burning Hex and Chilling Hex
+
+ Eldritch Invocation: Mask of Many FacesWarlock Eldritch InvocationYou can cast disguise self at will, without expending a spell slot.
@@ -78991,14 +79651,17 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Warlock Eldritch InvocationYou can cast silent image at will, without expending a spell slot or material components.
-
- Eldritch Invocation: Moon Bow (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
+
+ Eldritch Invocation: Moon Bow (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Archfey patron, Pact of the Blade feature
+
+ You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+ Eldritch Invocation: One with ShadowsWarlock Eldritch InvocationPrerequisite: 5th level
@@ -79012,28 +79675,26 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can cast jump on yourself at will, without expending a spell slot or material components.
-
- Eldritch Invocation: Path of the Seeker (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Warlock Eldritch Invocation
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
+
+ Eldritch Invocation: Raven Queen’s Blessing (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Raven Queen patron, eldritch blast cantrip
+
+ When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Relentless Hex (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ Eldritch Invocation: Repelling BlastWarlock Eldritch InvocationPrerequisite: eldritch blast cantrip
@@ -79047,43 +79708,34 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Shroud of Ulban (UA)
- Warlock Eldritch Invocation
- Prerequisite: 18th level, the Great Old One patron
-
- The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
-
-
+
+ Eldritch Invocation: Seeker’s Speech (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Seeker patron
+
+ Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Shroud of Shadow (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 15th level
+
+ You can cast invisibility at will, without expending a spell slot.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Shroud of Ulban.
+
+ Eldritch Invocation: Signs of Ill OmenWarlock Eldritch InvocationPrerequisite: 5th levelYou can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
+ Eldritch Invocation: Thief of Five FatesWarlock Eldritch InvocationYou can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
@@ -79095,22 +79747,27 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
+
+ Eldritch Invocation: Tomb of Levistus (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Trickster’s Escape (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Path of the Seeker.
+
+ Eldritch Invocation: Visions of Distant RealmsWarlock Eldritch InvocationPrerequisite: 15th level
@@ -79139,8 +79796,8 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
-
+
+ Elemental Attunement1EV
@@ -79622,7 +80279,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
SelfV, S, M (a bit of phosphorous or a firefly)10 minutes
- Warlock (Fiend), Wizard, Fighter (Eldritch Knight), Warlock (Undying Light)
+ Warlock (Fiend), Wizard, Fighter (Eldritch Knight)Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
@@ -79725,7 +80382,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetV, S, M (pinch of sulfur)Instantaneous
- Cleric, Cleric (Light), Cleric (War), Paladin (Devotion), Warlock (Fiend), Warlock (Undying Light)
+ Cleric, Cleric (Light), Cleric (War), Paladin (Devotion), Warlock (Fiend), Warlock (Celestial)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 4d6 fire damage and 4d6 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 or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
@@ -79750,7 +80407,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetV, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)Concentration, up to 1 minute
- Cleric (Light), Druid, Wizard, Warlock (Undying Light)
+ Cleric (Light), Druid, Wizard, Warlock (Celestial)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
@@ -80082,6 +80739,22 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
+
+ Grasping Arrow
+ 1
+ C
+
+
+
+
+ Fighter (Arcane Archer)
+ When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target.
+ If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC.
+ Otherwise, the brambles last for 1 minute or until you use this option again.
+ The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+ Grasping Vine4
@@ -80127,7 +80800,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
TouchV, S, M (diamond dust worth 100 gp, which the spell consumes)Instantaneous
- Bard, Cleric, Druid
+ Bard, Cleric, Druid, Warlock (Celestial)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.• One effect that charmed or petrified the target
@@ -80161,7 +80834,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
30 feetV8 hours
- Cleric, Cleric (Life), Cleric (Light), Paladin (Crown), Paladin (Devotion), Cleric (Protection)
+ Cleric, Cleric (Life), Cleric (Light), Paladin (Crown), Paladin (Devotion), Cleric (Protection), Warlock (Celestial)A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
@@ -80481,7 +81154,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
90 feetV, S, M (a small, straight piece of iron)Concentration, up to 1 minute
- Bard, Cleric (War), Paladin (Vengeance), Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster)
+ Bard, Cleric (War), Paladin (Vengeance), Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster), Paladin (Redemption)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
@@ -80494,7 +81167,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetV, S, M (a small, straight piece of iron)Concentration, up to 1 minute
- Bard, Cleric, Druid, Druid (Arctic), Paladin (Vengeance), Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster), Paladin (Conquest)
+ Bard, Cleric, Druid, Druid (Arctic), Paladin (Vengeance), Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster), Paladin (Redemption), Paladin (Conquest)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
@@ -80546,7 +81219,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
120 feetS, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)Concentration, up to 1 minute
- Bard, Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster)
+ Bard, Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster), Paladin (Redemption)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
@@ -80711,7 +81384,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
300 feetV, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)Concentration, up to 10 minutes
- Cleric, Cleric (Nature), Cleric (Tempest), Druid, Druid (Desert), Druid (Grassland), Druid (Swamp), Druid (Underdark), Sorcerer, Ranger (Primeval Guardian), Paladin (Conquest)
+ Cleric, Cleric (Nature), Cleric (Tempest), Druid, Druid (Desert), Druid (Grassland), Druid (Swamp), Druid (Underdark), Sorcerer, Ranger (Primeval Guardian)Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
@@ -80929,7 +81602,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
TouchV, SInstantaneous
- Artificer, Bard, Cleric, Cleric (Life), Druid, Paladin, Paladin (Devotion), Ranger
+ Artificer, Bard, Cleric, Cleric (Life), Druid, Paladin, Paladin (Devotion), Ranger, Warlock (Celestial)You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
@@ -81131,7 +81804,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
10 feetV, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)1 hour
- Cleric, Cleric (Arcana), Paladin, Warlock, Wizard, Fighter (Eldritch Knight)
+ Cleric, Cleric (Arcana), Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Ranger (Monster Slayer)You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
@@ -81886,7 +82559,24 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
3d104d10
-
+
+ Mind-Scrambling Arrow
+ 1
+ EN
+
+
+
+
+ Fighter (Arcane Archer)
+ Your enchantment magic causes this arrow to temporarily beguile its target.
+ Choose one of your allies within 30 feet of the target.
+ If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn.
+ This effect ends early if the chosen ally deals any damage to the target.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+ Minor Illusion0I
@@ -82321,7 +83011,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
30 feetV, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)Concentration, up to 1 minute
- Artificer, Wizard, Fighter (Eldritch Knight), Cleric (Protection)
+ Artificer, Wizard, Fighter (Eldritch Knight), Paladin (Redemption), Cleric (Protection)A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
@@ -82434,6 +83124,23 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
+
+ Piercing Arrow
+ 1
+ T
+
+
+
+
+ Fighter (Arcane Archer)
+ You use transmutation magic to give your arrow an ethereal quality.
+ When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover.
+ Each creature in that line must make a Dexterity saving throw.
+ On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
+ The piercing damage increases to 2d6 when you reach 18th level in this class.
+ 1d6
+ 2d6
+ Piercing Round0
@@ -82476,7 +83183,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetV, S, M (a jewel worth at least 1,000 gp, which the spell consumes)24 hours
- Bard, Cleric, Cleric (Arcana), Druid, Wizard
+ Bard, Cleric, Cleric (Arcana), Druid, Wizard, Ranger (Monster Slayer)With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
@@ -82609,6 +83316,21 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Fighter (Battle Master)When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
+
+ Precision Attack (Cavalier)
+ 1
+
+
+
+
+ Fighter (Cavalier)
+ When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
+
+ Add roll to Weapon Attack Roll
+ 1d8
+ 1d10
+ 1d12
+ Precognition (Awakened)1
@@ -82789,7 +83511,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
TouchV, SConcentration, up to 1 hour
- Artificer, Cleric, Druid, Druid (Desert), Paladin (Ancients), Paladin (Vengeance), Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Ranger (Horizon Walker), Cleric (Forge), Cleric (Protection)
+ Artificer, Cleric, Druid, Druid (Desert), Paladin (Ancients), Paladin (Vengeance), Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Cleric (Forge), Cleric (Protection), Ranger (Horizon Walker)For the duration, the willing creature you touch has resistance to one damage type of your choice - acid, cold, fire, lightning, or thunder.
@@ -82800,7 +83522,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
TouchV, S, M (holy water or powdered silver and iron, which the spell consumes)Concentration, up to 10 minutes
- Cleric, Paladin, Paladin (Devotion), Warlock, Wizard, Fighter (Eldritch Knight), Ranger (Horizon Walker), Cleric (Protection)
+ Cleric, Paladin, Paladin (Devotion), Warlock, Wizard, Fighter (Eldritch Knight), Ranger (Monster Slayer), Cleric (Protection), Ranger (Horizon Walker)Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
@@ -82814,7 +83536,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
V, S1 hourArtificer, Cleric, Druid, Paladin, Ranger, Cleric (Protection)
- You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
+ You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
@@ -83078,7 +83800,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetV, SConcentration, up to 1 minute
- Cleric (Death), Warlock, Wizard, Cleric (Grave)
+ Cleric (Death), Warlock, Wizard, Cleric (Grave), Paladin (Redemption)A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
@@ -83227,7 +83949,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
TouchV, S, M (diamonds worth 300 gp, which the spell consumes)Instantaneous
- Artificer, Cleric, Cleric (Life), Paladin, Cleric (Grave)
+ Artificer, Cleric, Cleric (Life), Paladin, Cleric (Grave), Warlock (Celestial)You touch a creature that has died within the last minute. 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.
@@ -83404,6 +84126,25 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
Artificer, Bard, Sorcerer, WizardFor the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
+
+ Seeking Arrow
+ 1
+ D
+
+
+
+
+ Fighter (Arcane Archer)
+ Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey.
+ When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute.
+ The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover.
+ If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw.
+ On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location.
+ On a successful save, the target takes half as much damage, and you don’t learn its location.
+ The force damage increases to 2d6 when you reach 18th level in this class.
+ 1d6
+ 2d6
+ Seeming5
@@ -83450,7 +84191,23 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakes. This spells also ends if the target takes any damage.
-
+
+ Shadow Arrow
+ 1
+ I
+
+
+
+
+ Fighter (Arcane Archer)
+ You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows.
+ If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
+ The psychic damage increases to 4d6 when you reach 18th level in this class.
+ 2d6
+ 4d6
+
+
+Shape Water (EE)0T
@@ -83528,7 +84285,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
SelfV, S1 round
- Sorcerer, Wizard, Fighter (Eldritch Knight), Cleric (Forge), Warlock (Hexblade)
+ Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Redemption), Cleric (Forge), Warlock (Hexblade)An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
@@ -83648,7 +84405,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
90 feetV, S, M (a pinch of find sand, rose petals, or a cricket)1 minute
- Bard, Sorcerer, Warlock (Archfey), Wizard, Rogue (Arcane Trickster)
+ Bard, Sorcerer, Warlock (Archfey), Wizard, Rogue (Arcane Trickster), Paladin (Redemption)This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
@@ -83878,7 +84635,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
TouchV, S, M (diamond dust worth 100 gp, which the spell consumes)Concentration, up to 1 hour
- Artificer, Cleric (War), Druid, Druid (Mountain), Paladin (Ancients), Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight)
+ Artificer, Cleric (War), Druid, Druid (Mountain), Paladin (Ancients), Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Redemption), Paladin (Conquest)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
@@ -84453,7 +85210,25 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
-
+
+ Trip Attack (Cavalier)
+ 1
+
+
+
+
+ Fighter (Cavalier)
+ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+
+ Add roll to damage, knock prone (Large) vs Strength Saving Throw
+ At 7th (class) level, use twice for disadvantage.
+ 1d8
+ 1d10
+ 1d12
+
+ True Polymorph9T
@@ -84613,7 +85388,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
120 feetV, S, M (a small piece of phosphorus)Concentration, up to 1 minute
- Cleric (Light), Druid, Sorcerer, Warlock (Fiend), Wizard, Fighter (Eldritch Knight), Cleric (Forge)
+ Cleric (Light), Druid, Sorcerer, Warlock (Fiend), Wizard, Fighter (Eldritch Knight), Cleric (Forge), Warlock (Celestial)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
@@ -84631,7 +85406,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
120 feetV, S, M (a pinch of powder made by crushing a clear gemstone)Concentration, up to 10 minutes
- Wizard, Cleric (Protection)
+ Wizard, Paladin (Redemption), Cleric (Protection)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
@@ -84735,6 +85510,23 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
+
+ Warding Maneuver
+ 1
+
+
+ creature within 5 feet
+
+
+ Fighter (Cavalier)
+ If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you’re wielding a weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
+
+ Add roll to AC, resistance if still hit.
+ 1d8
+ 1d10
+ 1d12
+
+
Warding Wind (EE)2
@@ -84996,7 +85788,7 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
60 feetV, S, M10 minutes
- Bard, Cleric, Paladin, Paladin (Devotion), Paladin (Crown)
+ Bard, Cleric, Paladin, Paladin (Devotion), Paladin (Crown), Ranger (Monster Slayer)You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
@@ -85089,6 +85881,12 @@ items to be within 5 feet of each other. At the end, the pennant is destroyed, a
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\ No newline at end of file
diff --git a/Compendiums/Monk Compendium.xml b/Compendiums/Monk Compendium.xml
index 2160c1fb..f0366990 100644
--- a/Compendiums/Monk Compendium.xml
+++ b/Compendiums/Monk Compendium.xml
@@ -291,48 +291,54 @@
Monastic Tradition: Way of the Kensei (UA)Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
-
- This Monastic Tradition is from Unearthed Arcana: Monk Monastic Traditions, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ This Monastic Tradition is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Monk Monastic TraditionsWay of the Kensei: Path of the Kensei
- When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.
+ When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
- • You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you're proficient with it.
-
- • Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon's damage die.
+ • Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon.
+ Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice.
+ You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you.
+ Many of this tradition’s features work only with your kensei weapons.
+ When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above.
- • When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.
+ • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon.
+ You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
- • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand.
+ • You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly.
+ When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type.
+ You retain this benefit until the end of the current turn.Way of the Kensei: One with the Blade
- At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.
+ At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
- Magic Weapons:
- Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Magic Kensei Weapons:
+ Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Precise Strike:
- You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can't use it again until you finish a short or long rest.
+ When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.Way of the Kensei: Sharpen the Blade
- At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.
+ At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.Way of the Kensei: Unerring Accuracy
- At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.
+ At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns.
@@ -429,6 +435,40 @@
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
+
+
+ Monastic Tradition: Way of the Drunken Master (UA)
+ The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Way of the Drunken Master: Drunken Technique
+ When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.
+ You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
+
+
+
+
+
+ Way of the Drunken Master: Tipsy Sway
+ At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+
+
+
+
+ Way of the Drunken Master: Drunkard’s Luck
+ Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling.
+
+
+
+
+
+ Way of the Drunken Master: Intoxicated Frenzy
+ At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.
+
+ Monastic Tradition: Way of Shadow
@@ -785,7 +825,44 @@
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
-
+
+ Monk (Drunken Master)
+
+
+
+ Monastic Tradition: Way of the Drunken Master (UA)
+ The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Way of the Drunken Master: Drunken Technique
+ When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.
+ You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
+
+
+
+
+
+ Way of the Drunken Master: Tipsy Sway
+ At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+
+
+
+
+ Way of the Drunken Master: Drunkard’s Luck
+ Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling.
+
+
+
+
+
+ Way of the Drunken Master: Intoxicated Frenzy
+ At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.
+
+
+ Monk (Four Elements)
@@ -844,48 +921,54 @@
Monastic Tradition: Way of the Kensei (UA)Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
-
- This Monastic Tradition is from Unearthed Arcana: Monk Monastic Traditions, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ This Monastic Tradition is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Monk Monastic TraditionsWay of the Kensei: Path of the Kensei
- When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.
+ When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
- • You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you're proficient with it.
-
- • Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon's damage die.
+ • Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon.
+ Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice.
+ You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you.
+ Many of this tradition’s features work only with your kensei weapons.
+ When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above.
- • When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.
+ • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon.
+ You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
- • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand.
+ • You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly.
+ When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type.
+ You retain this benefit until the end of the current turn.Way of the Kensei: One with the Blade
- At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.
+ At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
- Magic Weapons:
- Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Magic Kensei Weapons:
+ Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Precise Strike:
- You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can't use it again until you finish a short or long rest.
+ When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.Way of the Kensei: Sharpen the Blade
- At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.
+ At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.Way of the Kensei: Unerring Accuracy
- At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.
+ At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns.
diff --git a/Compendiums/Paladin Compendium.xml b/Compendiums/Paladin Compendium.xml
index 35d414ca..09887c83 100644
--- a/Compendiums/Paladin Compendium.xml
+++ b/Compendiums/Paladin Compendium.xml
@@ -464,6 +464,77 @@
Once you use this feature, you can't use it again until you finish a long rest.
+
+
+ Sacred Oath: Oath of Redemption
+ The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
+ While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
+
+ Tenets of Redemption:
+ The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
+
+ Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
+
+ Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
+
+ Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
+
+ Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
+
+ This Sacred Oath is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Oath of Redemption: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ 3rd - shield, sleep
+ 5th - hold person, ray of enfeeblement
+ 9th - counterspell, hypnotic pattern
+ 13th - Otiluke's resilient sphere, stoneskin
+ 17th - hold monster, wall of force
+
+
+ Oath of Redemption: Armor of Peace
+ Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren’t wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.
+
+
+ Oath of Redemption: Warrior of Reconciliation
+ At 3rd level, you foreswear the weapons of war in favor of simple tools. While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature’s life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can’t order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points.
+
+
+ Oath of Redemption Channel Divinity: Emissary of Peace
+ You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.
+
+
+ Oath of Redemption Channel Divinity: Rebuke the Violent
+ You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
+
+
+
+
+ Oath of Redemption: Aura of the Guardian
+ Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. This feature doesn’t transfer any other effects that might accompany the damage.
+ At 18th level, the range of this aura increases to 30 feet (omitted from source)
+
+
+
+
+ Oath of Redemption: Protective Spirit
+ Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
+
+
+
+
+ Oath of Redemption: Emissary of Redemption
+ At 20th level, you become an avatar of peace, which gives you two benefits:
+
+ • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
+
+ • Whenever a creature damages you, it takes damage equal to half the amount it dealt to you.
+
+ If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest.
+
+ Sacred Oath: Oath of the Crown
@@ -591,56 +662,62 @@
Sacred Oath: Oath of Conquest
- The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos.
- Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells.
- The archdevil Bel, warlord of Avernus, counts many of these paladins-called hell knights-as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.
+ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
+ Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.Tenets of Conquest:
- A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
+ A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
- Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
+ Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
- Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
+ Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
- Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
+ Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
- Oath Spells:
- You gain oath spells at the paladin levels listed.
+ This Sacred Oath is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Paladin Sacred Oaths
+
+
+ Oath of Conquest: Oath Spells
+ You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.3rd - armor of Agathys, command 5th - hold person, spiritual weapon 9th - bestow curse, fear
- 13th - blight, dominate beast
- 17th - dominate person, insect plague
-
- This Sacred Oath is from Unearthed Arcana: Paladin Sacred Oaths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ 13th - dominate beast, stoneskin
+ 17th - cloudkill, dominate person
+
- Oath of Conquest Channel Divinity: Conquering Strike (Oath of Conquest)
- You can use your Channel Divinity to break a foe's will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
+ Oath of Conquest Channel Divinity: Conquering Presence
+ You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Oath of Conquest Channel Divinity: Guided Strike (Oath of Conquest)
+ Oath of Conquest Channel Divinity: Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
- Oath of Conquest: Aura of Conquest (Oath of Conquest)
- Starting at 7th level, you emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened.
+ Oath of Conquest: Aura of Conquest
+ Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.
+ If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet
+
- Oath of Conquest: Implacable Spirit (Oath of Conquest)
- Once you reach 15th level, you can no longer be charmed.
+ Oath of Conquest: Scornful Rebuke
+ Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you’re not incapacitated.
+
- Oath of Conquest: Invincible Conquerer (Oath of Conquest)
- At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
+ Oath of Conquest: Invincible Conqueror
+ At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:• You have resistance to all damage.
@@ -948,56 +1025,62 @@
Sacred Oath: Oath of Conquest
- The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos.
- Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells.
- The archdevil Bel, warlord of Avernus, counts many of these paladins-called hell knights-as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.
+ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
+ Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.Tenets of Conquest:
- A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
+ A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
- Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
+ Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
- Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
+ Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
- Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
+ Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
- Oath Spells:
- You gain oath spells at the paladin levels listed.
+ This Sacred Oath is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Paladin Sacred Oaths
+
+
+ Oath of Conquest: Oath Spells
+ You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.3rd - armor of Agathys, command 5th - hold person, spiritual weapon 9th - bestow curse, fear
- 13th - blight, dominate beast
- 17th - dominate person, insect plague
-
- This Sacred Oath is from Unearthed Arcana: Paladin Sacred Oaths, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ 13th - dominate beast, stoneskin
+ 17th - cloudkill, dominate person
+
- Oath of Conquest Channel Divinity: Conquering Strike (Oath of Conquest)
- You can use your Channel Divinity to break a foe's will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
+ Oath of Conquest Channel Divinity: Conquering Presence
+ You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Oath of Conquest Channel Divinity: Guided Strike (Oath of Conquest)
+ Oath of Conquest Channel Divinity: Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
- Oath of Conquest: Aura of Conquest (Oath of Conquest)
- Starting at 7th level, you emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened.
+ Oath of Conquest: Aura of Conquest
+ Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.
+ If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet
+
- Oath of Conquest: Implacable Spirit (Oath of Conquest)
- Once you reach 15th level, you can no longer be charmed.
+ Oath of Conquest: Scornful Rebuke
+ Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you’re not incapacitated.
+
- Oath of Conquest: Invincible Conquerer (Oath of Conquest)
- At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
+ Oath of Conquest: Invincible Conqueror
+ At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:• You have resistance to all damage.
@@ -1193,6 +1276,80 @@
After activating the aura, the paladin can't do so again until he or she finishes a long rest.
+
+ Paladin (Redemption)
+
+
+
+ Sacred Oath: Oath of Redemption
+ The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
+ While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
+
+ Tenets of Redemption:
+ The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
+
+ Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
+
+ Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
+
+ Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
+
+ Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
+
+ This Sacred Oath is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Oath of Redemption: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ 3rd - shield, sleep
+ 5th - hold person, ray of enfeeblement
+ 9th - counterspell, hypnotic pattern
+ 13th - Otiluke's resilient sphere, stoneskin
+ 17th - hold monster, wall of force
+
+
+ Oath of Redemption: Armor of Peace
+ Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren’t wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.
+
+
+ Oath of Redemption: Warrior of Reconciliation
+ At 3rd level, you foreswear the weapons of war in favor of simple tools. While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature’s life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can’t order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points.
+
+
+ Oath of Redemption Channel Divinity: Emissary of Peace
+ You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.
+
+
+ Oath of Redemption Channel Divinity: Rebuke the Violent
+ You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
+
+
+
+
+ Oath of Redemption: Aura of the Guardian
+ Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. This feature doesn’t transfer any other effects that might accompany the damage.
+ At 18th level, the range of this aura increases to 30 feet (omitted from source)
+
+
+
+
+ Oath of Redemption: Protective Spirit
+ Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
+
+
+
+
+ Oath of Redemption: Emissary of Redemption
+ At 20th level, you become an avatar of peace, which gives you two benefits:
+
+ • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
+
+ • Whenever a creature damages you, it takes damage equal to half the amount it dealt to you.
+
+ If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest.
+
+ Paladin (Treachery)
@@ -1331,10 +1488,22 @@
-
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Compendiums/Ranger Compendium.xml b/Compendiums/Ranger Compendium.xml
index 8b693bcf..954d40b7 100644
--- a/Compendiums/Ranger Compendium.xml
+++ b/Compendiums/Ranger Compendium.xml
@@ -141,6 +141,8 @@
Ranger Conclave: Horizon WalkerRangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ This Monastic Tradition is from Unearthed Arcana: Ranger & Rogue, and as such may not be allowed in your game. Consult your DM before choosing this option.
@@ -282,6 +284,63 @@
+
+ Ranger (Monster Slayer)
+
+
+
+ Ranger Conclave: Monster Slayer
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+
+ Monster Slayer: Slayer’s Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.
+
+ 3rd-protection from evil and good
+ 5th-zone of truth
+ 9th-magic circle
+ 13th-banishment
+ 17th-planar binding
+
+
+ Monster Slayer: Slayer’s Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+
+
+
+
+ Monster Slayer: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.
+
+
+
+
+
+ Monster Slayer: Relentless Slayer
+ At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+
+
+
+
+ Monster Slayer: Slayer’s Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
+
+
+
Ranger (Primeval Guardian)
@@ -586,70 +645,6 @@
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
-
-
- Ranger Conclave: Primeval Guardian
- Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
- These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
-
-
-
- Primeval Guardian: Guardian Magic
- Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
-
- 3rd-entangle
- 5th-enhance ability
- 9th-conjure animals
- 13th-giant insect
- 17th-insect plague
-
-
- Primeval Guardian: Guardian Soul
- Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
- You undergo the following changes while in your guardian form:
-
- • Your size becomes Large, unless you were larger.
-
- • Any speed you have becomes 5 feet, unless the speed was lower.
-
- • Your reach increases by 5 feet.
-
- • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
-
-
- Primeval Guardian: Piercing Thorns
- At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
-
-
-
-
-
- Primeval Guardian: Extra Attack
- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
-
-
-
-
-
- Primeval Guardian: Ancient Fortitude
- At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
-
-
-
-
-
- Primeval Guardian: Rooted Defense
- At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
-
-
-
-
-
- Primeval Guardian: Guardian Aura
- Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
-
-
-
Ranger Conclave: Beast Conclave
@@ -725,58 +720,56 @@
- Ranger Conclave: Horizon Walker
- Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+ Ranger Conclave: Deep Stalker Conclave
+ Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.
+
+ Source: Unearthed Arcana: The Ranger, Revised, p. 6
- Horizon Walker: Planar Magic
- Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+ Deep Stalker Conclave: Deep Stalker Magic
+ At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.
+ You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
- 3rd-protection from evil and good
- 5th-alter self
- 9th-protection from energy
- 13th-banishment
- 17th-teleportation circle
-
-
- Horizon Walker: Planar Warrior
- At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+ 3rd-disguise self
+ 5th-rope trick
+ 9th-glyph of warding
+ 13th-greater invisibility
+ 17th-seeming
- Horizon Walker: Portal Lore
- At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
- Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
- See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+ Deep Stalker Conclave: Underdark Scout
+ At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.
+ You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.
- Horizon Walker: Extra Attack
+ Deep Stalker Conclave: Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Horizon Walker: Ethereal Step
- At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+ Deep Stalker Conclave: Iron Mind
+ At 7th level, you gain proficiency in Wisdom saving throws.
+ Wisdom
- Horizon Walker: Distant Strike
- At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
- If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+ Deep Stalker Conclave: Stalker's Flurry
+ Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.
- Horizon Walker: Spectral Defense
- At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+ Deep Stalker Conclave: Stalker's Dodge
+ At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
@@ -867,56 +860,178 @@
- Ranger Conclave: Deep Stalker Conclave
- Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.
-
- Source: Unearthed Arcana: The Ranger, Revised, p. 6
+ Ranger Conclave: Monster Slayer
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.
- Deep Stalker Conclave: Deep Stalker Magic
- At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.
- You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
+ Monster Slayer: Slayer’s Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.
- 3rd-disguise self
- 5th-rope trick
- 9th-glyph of warding
- 13th-greater invisibility
- 17th-seeming
+ 3rd-protection from evil and good
+ 5th-zone of truth
+ 9th-magic circle
+ 13th-banishment
+ 17th-planar binding
- Deep Stalker Conclave: Underdark Scout
- At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.
- You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.
+ Monster Slayer: Slayer’s Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
- Deep Stalker Conclave: Extra Attack
+ Monster Slayer: Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Deep Stalker Conclave: Iron Mind
- At 7th level, you gain proficiency in Wisdom saving throws.
- Wisdom
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.
- Deep Stalker Conclave: Stalker's Flurry
- Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.
+ Monster Slayer: Relentless Slayer
+ At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
- Deep Stalker Conclave: Stalker's Dodge
- At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
+ Monster Slayer: Slayer’s Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
+
+
+
+
+
+ Ranger Conclave: Horizon Walker
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ This Monastic Tradition is from Unearthed Arcana: Ranger & Rogue, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+
+ Horizon Walker: Planar Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ 3rd-protection from evil and good
+ 5th-alter self
+ 9th-protection from energy
+ 13th-banishment
+ 17th-teleportation circle
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+
+ Horizon Walker: Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+
+
+
+
+ Horizon Walker: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+
+
+
+
+ Ranger Conclave: Primeval Guardian
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+
+
+ Primeval Guardian: Guardian Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ 3rd-entangle
+ 5th-enhance ability
+ 9th-conjure animals
+ 13th-giant insect
+ 17th-insect plague
+
+
+ Primeval Guardian: Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+
+ • Your size becomes Large, unless you were larger.
+
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+
+ • Your reach increases by 5 feet.
+
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+
+ Primeval Guardian: Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+
+
+
+
+ Primeval Guardian: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+
+
+
+
+ Primeval Guardian: Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+
+
+
+
+ Primeval Guardian: Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+
+
+
+
+ Primeval Guardian: Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
@@ -1172,6 +1287,13 @@
+
+
+
+
+
+
+
diff --git a/Compendiums/Sorcerer Compendium.xml b/Compendiums/Sorcerer Compendium.xml
index 01819be4..4a7b7d29 100644
--- a/Compendiums/Sorcerer Compendium.xml
+++ b/Compendiums/Sorcerer Compendium.xml
@@ -283,22 +283,17 @@
Sorcerous Origin: Favored Soul (UA)
- Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
- Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
+ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of celestial magic.
+ Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command celestial power, these sorcerers can undermine the existing order and claim a direct tie to the divine. In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
- This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.
- Another version of Favored Soul appeared in the earlier Unearthed Arcana: Class Design Variants (melee-combat focused)
+ This sorcerous Origin is from Unearthed Arcana: Revised Subclasses and as such may not be allowed in your game. Consult your DM before choosing this class option.
+ This had an earlier version included in Unearthed Arcana: Sorcerer and before that Unearthed Arcana: Class Design VariantsFavored Soul: Divine MagicYour link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
-
-
- Favored Soul: Supernatural Resilience
- At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
-
+ You also learn the cure wounds spell, which doesn't count against your number of sorcerer spells known.Favored Soul: Favored by the Gods
@@ -310,27 +305,24 @@
- Favored Soul: Blessed Countenance
- At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
- Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
-
+ Favored Soul: Empowered Healing
+ Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.
- Favored Soul: Divine Purity
- At 14th level, you become immune to disease, poison damage, and the poisoned condition.
-
+ Favored Soul: Angelic Form
+ At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
+ In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you’re incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.Favored Soul: Unearthly Recovery
- At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
+ At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -394,41 +386,38 @@
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
-
+ Phoenix Soul Quirks
-
+ 1 — You absentmindedly ignite small fires that quickly sputter out.
-
+ 2 — You cackle like a fiend when you unleash your fire spells.
-
+ 3 — You admire fire, even if it burns your friends.
-
+ 4 — You are covered in burns that mark the first time your power manifested.
-
+ 5 — You like your food charred.
-
+ 6 — You are brave to the point of recklessness.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Phoenix Sorcery: IgniteAt 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
- Phoenix Sorcery: Mantle of FlameStarting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
-
+ • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
-
+ • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
-
- • Whenever you roll fire damage on your turn,
- the roll gains a bonus to equal to your Charisma modifier.
+
+ • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -439,7 +428,6 @@
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -447,7 +435,6 @@
Phoenix Sorcery: Nourishing FireStarting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
-
@@ -455,13 +442,12 @@
Phoenix Sorcery: Form of the PhoenixAt 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
-
+ • You have a flying speed of 40 feet and can hover.
-
+ • You have resistance to all damage.
-
+ • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
-
@@ -530,18 +516,18 @@
Sorcerous Origin: Stone Sorcery (UA)Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Stone Sorcery: Bonus ProficienciesAt 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
-
+ Stone Sorcery: Metal MagicYour affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
+ 1st — compelled duel1st — searing smite1st — thunderous smite
@@ -551,24 +537,27 @@
3rd — blinding smite3rd — elemental weapon4th — staggering smite.
- Stone Sorcery: Stone's DurabilityAt 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
- Stone Sorcery: Stone Aegis
- Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.
- As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
- In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see
- within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
-
+ Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection:
+
+ As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target.
+ Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4.
+ This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
+
+ In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker.
+ You can teleport only if you and the attacker are on the same surface.
+ You can then make one melee weapon attack against the attacker.
+ If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
@@ -576,7 +565,6 @@
Stone Sorcery: Stone's EdgeStarting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
-
@@ -584,7 +572,6 @@
Stone Sorcery: Earth Master's AegisBeginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
-
@@ -1126,22 +1113,17 @@
Sorcerous Origin: Favored Soul (UA)
- Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
- Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
+ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of celestial magic.
+ Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command celestial power, these sorcerers can undermine the existing order and claim a direct tie to the divine. In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
- This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.
- Another version of Favored Soul appeared in the earlier Unearthed Arcana: Class Design Variants (melee-combat focused)
+ This sorcerous Origin is from Unearthed Arcana: Revised Subclasses and as such may not be allowed in your game. Consult your DM before choosing this class option.
+ This had an earlier version included in Unearthed Arcana: Sorcerer and before that Unearthed Arcana: Class Design VariantsFavored Soul: Divine MagicYour link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
-
-
- Favored Soul: Supernatural Resilience
- At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
-
+ You also learn the cure wounds spell, which doesn't count against your number of sorcerer spells known.Favored Soul: Favored by the Gods
@@ -1153,27 +1135,24 @@
- Favored Soul: Blessed Countenance
- At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
- Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
-
+ Favored Soul: Empowered Healing
+ Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.
- Favored Soul: Divine Purity
- At 14th level, you become immune to disease, poison damage, and the poisoned condition.
-
+ Favored Soul: Angelic Form
+ At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
+ In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you’re incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.Favored Soul: Unearthly Recovery
- At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
+ At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -1187,41 +1166,38 @@
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
-
+ Phoenix Soul Quirks
-
+ 1 — You absentmindedly ignite small fires that quickly sputter out.
-
+ 2 — You cackle like a fiend when you unleash your fire spells.
-
+ 3 — You admire fire, even if it burns your friends.
-
+ 4 — You are covered in burns that mark the first time your power manifested.
-
+ 5 — You like your food charred.
-
+ 6 — You are brave to the point of recklessness.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Phoenix Sorcery: IgniteAt 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
- Phoenix Sorcery: Mantle of FlameStarting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
-
+ • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
-
+ • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
-
- • Whenever you roll fire damage on your turn,
- the roll gains a bonus to equal to your Charisma modifier.
+
+ • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -1232,7 +1208,6 @@
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.
-
@@ -1240,7 +1215,6 @@
Phoenix Sorcery: Nourishing FireStarting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
-
@@ -1248,13 +1222,12 @@
Phoenix Sorcery: Form of the PhoenixAt 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
-
+ • You have a flying speed of 40 feet and can hover.
-
+ • You have resistance to all damage.
-
+ • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
-
@@ -1391,18 +1364,18 @@
Sorcerous Origin: Stone Sorcery (UA)Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
-
+ This sorcerous Origin is from Unearthed Arcana: Sorcerer and as such may not be allowed in your game. Consult your DM before choosing this class option.Stone Sorcery: Bonus ProficienciesAt 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
-
+ Stone Sorcery: Metal MagicYour affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
-
+ 1st — compelled duel1st — searing smite1st — thunderous smite
@@ -1412,24 +1385,27 @@
3rd — blinding smite3rd — elemental weapon4th — staggering smite.
- Stone Sorcery: Stone's DurabilityAt 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
- Stone Sorcery: Stone Aegis
- Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.
- As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
- In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see
- within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
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+ Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection:
+
+ As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target.
+ Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4.
+ This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
+
+ In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker.
+ You can teleport only if you and the attacker are on the same surface.
+ You can then make one melee weapon attack against the attacker.
+ If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
@@ -1437,7 +1413,6 @@
Stone Sorcery: Stone's EdgeStarting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
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@@ -1445,7 +1420,6 @@
Stone Sorcery: Earth Master's AegisBeginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
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diff --git a/Compendiums/Spells Compendium.xml b/Compendiums/Spells Compendium.xml
index b5e7f1f7..c0973e7c 100644
--- a/Compendiums/Spells Compendium.xml
+++ b/Compendiums/Spells Compendium.xml
@@ -1684,7 +1684,7 @@
V, SConcentration, up to 10 minutesCleric, Paladin
- For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
+ For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic
@@ -4874,7 +4874,7 @@
V, S1 hourArtificer, Cleric, Druid, Paladin, Ranger
- You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
+ You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
diff --git a/Compendiums/Unearthed Arcana Compendium.xml b/Compendiums/Unearthed Arcana Compendium.xml
index 51159aa3..e9f5c8c2 100644
--- a/Compendiums/Unearthed Arcana Compendium.xml
+++ b/Compendiums/Unearthed Arcana Compendium.xml
@@ -1,345 +1,15 @@
-
- Artificer
- 1d8
- Constitution, Intelligence
- Intelligence
- 0,2,0,0,0
- 0,3,0,0,0
- 0,3,0,0,0
- 0,3,0,0,0
- 0,4,2,0,0
- 0,4,2,0,0
- 0,4,2,0,0
- 0,4,3,0,0
- 0,4,3,0,0
- 0,4,3,0,0
- 0,4,3,2,0
- 0,4,3,2,0
- 0,4,3,2,0
- 0,4,3,3,0
- 0,4,3,3,0
- 0,4,3,3,0
- 0,4,3,3,1
- 0,4,3,3,1
-
-
- Starting Proficiencies
- You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: Light and medium armor
- Weapons: Simple weapons
- Tools: Thieves’ tools, two other tools of your choice
- Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
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-
- Starting Equipment
- You start with the following equipment, in addition to the equipment granted by your background:
- • (a) a handaxe and a light hammer or (b) any two simple weapons
- • a light crossbow and 20 bolts
- • (a) scale mail or (b) studded leather armor
- • thieves’ tools and a dungeoneer’s pack
-
-
- Magic Item Analysis
- Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.
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-
- Artificer Specialist
- At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.
-
-
- Artificer Specialist: Alchemist
- An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.
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-
- Alchemist: Alchemist's Satchel
- At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.
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- Alchemist: Alchemical Formula
- At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. To use any of these options, your Alchemist’s Satchel must be within reach. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
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- Alchemical Formula: Alchemical Fire
- As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
-
-
- Alchemical Formula: Alchemical Acid
- As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
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- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
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-
- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
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- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
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- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
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-
- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
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-
- Artificer Specialist: Gunsmith
- A master of engineering, you forge a firearm powered by a combination of science and magic.
-
-
- Gunsmith: Master Smith
- When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.
-
-
- Gunsmith: Thunder Cannon
- At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
-
-
- Gunsmith: Arcane Magazine
- At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
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-
-
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- Tool Expertise
- Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
-
-
- Wondrous Invention
- At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.
- 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones
- 5th Level: alchemy jug, helm of comprehending, languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
- 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack
- 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
- 20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying
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-
-
-
- Spellcasting
- As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
- Spell Slots
- The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.
- Spellcasting Ability
- Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
- Spellcasting Focus
- You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options.
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- Alchemist: Additional Alchemical Formula
- At 3rd level, you learn an additional formula of your choice.
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- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
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- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
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- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
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- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
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- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
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- Gunsmith: Thunder Monger
- At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
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- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
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- Infuse Magic
- Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effect's occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
- Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
- When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
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- Superior Attunement
- At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.
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- Additional Wondrous Invention
- At 5th level, you gain the use of another magic item that you have crafted. Choose an item from the list of Wondrous Invention items of 5th level or lower.
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- Mechanical Servant
- At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.
- Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
- • It is a construct instead of a beast.
- • It can’t be charmed.
- • It is immune to poison damage and the poisoned condition.
- • It gains darkvision with a range of 60 feet if it doesn’t have it already.
- • It understands the languages you can speak when you create it, but it can’t speak.
- • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.
- The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
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- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
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- Alchemist: Additional Alchemical Formula
- At 9th level, you learn an additional formula of your choice.
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- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
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- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
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- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
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- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
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- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
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- Gunsmith: Blast Wave
- Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
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- Additional Wondrous Invention
- At 10th level, you gain the use of another magic item that you have crafted. Choose an item from the list of Wondrous Invention items of 10th level or lower.
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- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
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- Alchemist: Additional Alchemical Formula
- At 14th level, you learn an additional formula of your choice.
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- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
-
-
- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
-
-
- Gunsmith: Piercing Round
- Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.
-
-
-
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- Additional Wondrous Invention
- At 15th level, you gain the use of another magic item that you have crafted. Choose an item from the list of Wondrous Invention items of 15th level or lower.
-
-
- Superior Attunement
- At 15th level, you can attune to up to five magic items at a time.
-
-
-
-
- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
-
-
-
-
- Alchemist: Additional Alchemical Formula
- At 17th level, you learn an additional formula of your choice.
-
-
- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
-
-
- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
-
-
- Gunsmith: Explosive Round
- Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.
-
-
-
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- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
-
-
-
-
- Additional Wondrous Invention
- At 20th level, you gain the use of another magic item that you have crafted. Choose an item from the list of Wondrous Invention items of 20th level or lower.
-
-
- Soul of Artifice
- At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
-
-
-
-
+
+
+ Acrobat (UA)
+ You become more nimble, gaining the following benefits:
+ • Increase your Dexterity score by 1, to a maximum of 20.
+ • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
+ dexterity +1
+
+ Alchemist (UA)You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:• Increase your Intelligence score by 1, to a maximum of 20.
@@ -348,21 +18,133 @@
• Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore.intelligence +1
-
+
+ Animal Handler (UA)
+ You master the techniques needed to train and handle animals. You gain the following benefits:
+ • Increase your Wisdom score by 1, to a maximum of 20.
+ • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
+ wisdom +1
+
+
+ Arcanist (UA)
+ study the arcane arts, gaining the following benefits:
+ • Increase your Intelligence score by 1, to a maximum of 20.
+ • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
+ intelligence +1
+
+
+ Barbed Hide (UA)
+ Tiefling
+ One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:
+ • Increase your Constitution or Charisma score by 1, up to a maximum of 20.
+ • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
+ • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
+
+ Blade Mastery (UA)You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them• You gain a +1 bonus to attack rolls you make with the weapon.• On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.• When you make an opportunity attack with the weapon, you have advantage on the attack roll.
-
+
+ Bountiful Luck (UA)
+ Halfling
+ Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
+
+
+ Brawny (UA)
+ You become stronger, gaining the following benefits:
+ • Increase your Strength score by 1, to a maximum of 20.
+ • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • You count as if you were one size larger for the purpose of determining your carrying capacity.
+ strength +1
+
+ Burglar (UA)You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits• Increase your Dexterity score by 1, to a maximum of 20.• You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.dexterity +1
-
+
+ Critter Friend (UA)
+ Gnome (Forest)
+ Your friendship with animals mystically deepens. You gain the following benefits:
+ • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
+ • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
+
+
+ Diplomat (UA)
+ You master the arts of diplomacy, gaining the following benefits:
+ • Increase your Charisma score by 1, to a maximum of 20.
+ • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
+ • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
+ charisma +1
+
+
+ Dragon Fear (UA)
+ Dragonborn
+ When angered, you radiate menace. You gain the following benefits:
+ • Increase your Strength or Charisma score by 1, up to a maximum of 20.
+ • Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
+
+
+ Dragon Hide (UA)
+ Dragonborn
+ You inherited the might and majesty of your dragon ancestors. You gain the following benefits:
+ • Increase your Strength or Charisma score by 1, up to a maximum of 20.
+ • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
+ • Your scales harden; you gain a +1 bonus to AC while you aren’t wearing armor.
+
+
+ Drow High Magic (UA)
+ Elf (Drow)
+ You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+
+ Dwarf Resilience (UA)
+ Dwarf
+ You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
+ • Increase your Constitution score by 1, to a maximum of 20.
+ • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
+ constitution +1
+
+
+ Elven Accuracy (UA)
+ Elf or Half-elf
+ You have uncanny aim. You gain the following benefits:
+ • Increase your Dexterity score by 1, to a maximum of 20.
+ • Whenever you have advantage on an attack roll, you can reroll one of the dice once.
+ dexterity +1
+
+
+ Empathic (UA)
+ You possess keen insight into how other people think and feel. You gain the following benefits:
+ • Increase your Wisdom score by 1, to a maximum of 20.
+ • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
+ wisdom +1
+
+
+ Everybody’s Friend (UA)
+ Half-elf
+ You develop your magnetic personality to ease your way through the world. You gain the following benefits:
+ • Increase your Charisma score by 1, up to a maximum of 20.
+ • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
+ charisma +1
+
+
+ Fade Away (UA)
+ Gnome
+ You can draw on your magical heritage to escape danger. You gain the following benefits:
+ • Increase your Intelligence score by 1, up to a maximum of 20.
+ • When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
+ intelligence +1
+
+ Fell Handed (UA)You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them• You gain a +1 bonus to attack rolls you make with the weapon.
@@ -370,14 +152,30 @@
• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.• If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
-
+
+ Fey Teleportation (UA)
+ Elf (high)
+ Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits:
+ • Increase your Intelligence score by 1, to a maximum of 20.
+ • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
+ intelligence +1
+
+ Flail Mastery (UA)The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.• You gain a +1 bonus to attack rolls you make with a flail.• As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.• When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
-
+
+ Flames of Phlegethos (UA)
+ Tiefling
+ You learn to call on hellfire to serve your commands. You gain the following benefits:
+ • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
+ • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
+ • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
+
+ Gourmand(UA)You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits• Increase your Constitution score by 1, to a maximum of 20.
@@ -386,7 +184,48 @@
• During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.constitution +1
-
+
+ Grudge-Bearer (UA)
+ Dwarf
+ You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:
+ • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
+ • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
+ • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
+ • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient.
+
+
+ Historian (UA)
+ Your study of history rewards you with the following benefits:
+ • Increase your Intelligence score by 1, to a maximum of 20.
+ • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.
+ intelligence +1
+
+
+ Human Determination (UA)
+ Human
+ You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
+ • Increase one ability score of your choice by 1, to a maximum of 20.
+ • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
+
+
+ Infernal Constitution (UA)
+ Tiefling
+ Fiendish blood runs strong in you. You gain the following benefits:
+ • Increase your Constitution score by 1, up to a maximum of 20.
+ • You have resistance to cold and poison damage.
+ • You have advantage on saving throws against being poisoned.
+ constitution +1
+
+
+ Investigator (UA)
+ You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
+ • Increase your Intelligence score by 1, to a maximum of 20.
+ • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • You can take the Search action as a bonus action.
+ intelligence +1
+
+ Master of Disguise (UA)You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits• Increase your Charisma score by 1, to a maximum of 20.
@@ -394,7 +233,90 @@
• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.charisma +1
-
+
+ Medic (UA)
+ You master the physician’s arts, gaining the following benefits:
+ • Increase your Wisdom score by 1, to a maximum of 20.
+ • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
+ wisdom +1
+
+
+ Menacing (UA)
+ You become fearsome to others, gaining the following benefits:
+ • Increase your Charisma score by 1, to a maximum of 20.
+ • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.
+ charisma +1
+
+
+ Naturalist (UA)
+ Your extensive study of nature rewards you with the following benefits:
+ • Increase your Intelligence score by 1, to a maximum of 20.
+ • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
+ intelligence +1
+
+
+ Orcish Aggression (UA)
+ Half-orc
+ As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
+
+
+ Orcish Fury (UA)
+ Half-orc
+ Your fury burns tirelessly. You gain the following benefits:
+ • Increase your Strength or Constitution score by 1, up to a maximum of 20.
+ • When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
+ • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
+
+
+ Perceptive (UA)
+ You hone your senses until they become razor sharp. You gain the following benefits:
+ • Increase your Wisdom score by 1, to a maximum of 20.
+ • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
+ wisdom +1
+
+
+ Performer (UA)
+ You master performance so that you can command any stage. You gain the following benefits:
+ • Increase your Charisma score by 1, to a maximum of 20.
+ • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
+ charisma +1
+
+
+ Prodigy (UA)
+ Half-elf or human
+ You have a knack for learning new things. You gain the following benefits:
+ • Increase one ability score of your choice by 1, to a maximum of 20.
+ • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
+
+
+ Quick-Fingered (UA)
+ Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
+ • Increase your Dexterity score by 1, to a maximum of 20.
+ • You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
+ dexterity +1
+
+
+ Second Chance (UA)
+ Halfling
+ Fortune favors you. You gain the following benefits:
+ • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
+ • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest.
+
+
+ Silver-Tongued (UA)
+ You develop your conversational skill to better deceive others. You gain the following benefits:
+ • Increase your Charisma score by 1, to a maximum of 20.
+ • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
+ charisma +1
+
+ Spear Mastery (UA)Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.• You gain a +1 bonus to attack rolls you make with a spear.
@@ -402,13 +324,57 @@
• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving.• As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
-
- Alchemist's Satchel (Alchemist Item)
- G
- 1
- An Alchemist's Satchel is a magical bag of reagents that allows an Alchemist to create and use Alchemical Formulae.
-
-
+
+ Squat Nimbleness (UA)
+ Dwarf, gnome, or halfling
+ You are uncommonly nimble for your race. You gain the following benefits:
+ • Increase your Strength or Dexterity score by 1, to a maximum of 20.
+ • Increase your walking speed by 5 feet.
+ • You gain proficiency in the Acrobatics or Athletics skill. If you’re already proficient in the skill, your proficiency bonus is doubled for any check you make with it.
+
+
+ Stealthy (UA)
+ You know how best to hide. You gain the following benefits:
+ • Increase your Dexterity score by 1, to a maximum of 20.
+ • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
+ dexterity +1
+
+
+ Survivalist (UA)
+ You master wilderness lore, gaining the following benefits:
+ • Increase your Wisdom score by 1, to a maximum of 20.
+ • You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
+ wisdom +1
+
+
+ Theologian (UA)
+ Your extensive study of religion rewards you with the following benefits:
+ • Increase your Intelligence score by 1, to a maximum of 20.
+ • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
+ • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
+ intelligence +1
+
+
+ Wonder Maker (UA)
+ Gnome (rock)
+ You master the tinker techniques of your people. You gain the following benefits:
+ • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
+ • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.
+ • When you make a device with your Tinker trait, you have the following additional options for what you make:
+ Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
+ Calculator. This device makes doing sums easy.
+ Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
+ Timekeeper. This pocket watch keeps accurate time.
+ Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
+
+
+ Wood Elf Magic (UA)
+ Elf (wood)
+ You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
+
+Alchemy JugW12
@@ -432,12 +398,6 @@
Source: Dungeon Master's Guide, page 150
- Arcane Magazine (Gunsmith Item)
- G
- 1
- An Arcane Magazine is a leather bag used to carry tools and ammunition for a Gunsmith's Thunder Cannon, which is capable of producing ammunition for the Thunder Cannon.
-
- Bag of BeansW0.5
@@ -761,25 +721,6 @@
Source: Dungeon Master's Guide, page 200
- Thunder Cannon (Gunsmith Weapon)
- R
- 1
- 2d6
- P
- A,2H,S
- 150/500
- Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
- Two-Handed: This weapon requires two hands to use.
- Special: Once fired, it must be reloaded as a bonus action.
-
-
- Thunder Cannon Round (Gunsmith Item)
- A
- 1
- Ammunition for the Thunder Cannon.
-
- Wand of Magic DetectionWD1
@@ -810,7 +751,7 @@
Source: Dungeon Master's Guide, page 2141d12
-
+ChangelingM30
@@ -829,7 +770,64 @@
You can speak, read, and write Common and two other languages of your choice.
-
+
+ Minotaur
+ M
+ 30
+ Str 1
+
+ Conqueror’s Virtue
+ From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
+
+
+ Horns
+ You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
+
+
+ Goring Rush
+ When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
+
+
+ Hammering Horns
+ When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
+
+
+ Labyrinthine Recall
+ You can perfectly recall any path you have traveled.
+
+
+ Sea Reaver
+ You gain proficiency with navigator’s tools and vehicles (water).
+
+
+ Languages
+ You can speak, read, and write Common.
+
+
+
+ Revenant
+ Con 1
+
+ Subrace
+ Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.
+ The revenant subrace can be applied to any race that has a subrace, and replaces that race’s existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.
+ Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission.
+ This Subrace is from Unearthed Arcana: Gothic Heroes, and as such may not be allowed in your game. Consult your DM before selecting this option.
+
+
+ Ability Score Increase
+ Your Constitution score increases by 1, replacing any other subrace Ability Score Increase
+
+
+ Relentless Nature
+ Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:
+ • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
+ • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
+ • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.
+ When your goal is complete, you finally find rest. You die and cannot be restored to life.
+
+
+ Shifter (Beasthide)M30
@@ -855,7 +853,7 @@
While shifting, you gain a +1 bonus to AC.
-
+ Shifter (Cliffwalk)M30
@@ -881,7 +879,7 @@
While shifting, you gain a climb speed of 30 feet.
-
+ Shifter (Longstride)M30
@@ -907,7 +905,7 @@
While shifting, you can use the Dash action as a bonus action.
-
+ Shifter (Longtooth)M30
@@ -933,7 +931,33 @@
While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
-
+
+ Shifter (Wildhunt)
+ M
+ 30
+ Dex 1, Wis 1
+
+ Darkvision
+ Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+
+ Shifting
+ On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
+
+ While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.
+
+ You must finish a short or long rest before you can shift again.
+
+
+ Languages
+ You can speak, read, and write Common and Sylvan.
+
+
+ Shifting Feature
+ While shifting, you gain advantage on all Wisdom-based checks and saving throws.
+
+
+ Tiefling (Abyssal)M30
@@ -978,7 +1002,7 @@
Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone
-
+WarforgedM30
@@ -998,159 +1022,6 @@
You can speak, read, and write Common and one other language of your choice.
-
- Aid
- 2
- A
-
- 30 feet
- V, S, M (a tiny strip of white cloth)
- 8 hours
- Cleric, Paladin, Artificer
- Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
-
- At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
-
-
- Alarm
- 1
- A
- YES
-
- 30 feet
- V, S, M (a tiny bell and a piece of fine silver wire)
- 8 hours
- Ranger, Wizard, Fighter (Eldritch Knight), Artificer
- You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
-
- A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
-
- An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
-
-
- Alchemical Acid
- 0
- T
-
- Instantaneous
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
- 1d6
- 2d6
- 3d6
- 4d6
- 5d6
- 6d6
- 7d6
- 8d6
- 9d6
- 10d6
-
-
- Alchemical Fire
- 0
- T
-
- Instantaneous
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
- 1d6
- 2d6
- 3d6
- 4d6
- 5d6
- 6d6
- 7d6
-
-
- Alter Self
- 2
- T
-
- Self
- V, S
- Concentration, up to 1 hour
- Sorcerer, Wizard, Artificer
- You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
-
- Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
-
- Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
-
- Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon 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 you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
- 1d6+1
-
-
- Arcane Eye
- 4
- D
-
- 30 feet
- V, S, M (a bit of bat fur)
- Concentration, up to 1 hour
- Cleric (Arcana), Cleric (Knowledge), Wizard, Artificer
- You create an invisible, magical eye within range that hovers in the air for the duration.
-
- You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
-
- As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
-
-
- Arcane Lock
- 2
- A
-
- Touch
- V, S, M (gold dust worth at least 25 gp, which the spell consumes)
- Until dispelled
- Wizard, Fighter (Eldritch Knight), Artificer
- You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
-
- While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
-
-
- Blast Wave
- 0
- EV
-
- Instantaneous
- 15-foot cone
- M (Thunder Cannon)
- Artificer (Gunsmith)
- Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
- 2d6
- 3d6
- 4d6
-
-
- Blink
- 3
- T
-
- Self
- V, S
- 1 minute
- Cleric (Trickery), Sorcerer, Warlock (Archfey), Wizard, Artificer
- Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
-
- While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.
- d20
-
-
- Blur
- 2
- I
-
- Self
- V
- Concentration, up to 1 minute
- Druid (Desert), Sorcerer, Wizard, Rogue (Arcane Trickster), Artificer
- Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
- Cause Fear (UA)1
@@ -1294,336 +1165,51 @@
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.
- Continual Flame
- 2
- EV
-
- Touch
- V, S, M (ruby dust worth 50 gp, which the spell consumes)
- Until dispelled
- Cleric, Wizard, Fighter (Eldritch Knight), Artificer
- A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
+ Guiding Hand (UA)
+ 1
+ D
+ YES
+
+ 5 feet
+ V, S
+ Concentration, up to 8 hours
+ Bard, Cleric, Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
+ You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
+ 1d4
- Cure Wounds
- 1
+ Hand of Radiance (UA)
+ 0EV
- Touch
+ Self (5-foot radius)V, SInstantaneous
- Bard, Cleric, Cleric (Life), Druid, Paladin, Ranger, Artificer
- A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
-
- At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
- 1d8+SPELL
+ Cleric
+ You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
+ The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
+ 1d6
+ 2d6
+ 3d6
+ 4d6
- Darkvision
- 2
- T
-
- Touch
- V, S, M (either a pinch of dried carrot or an agate)
- 8 hours
- Druid, Ranger, Sorcerer, Wizard, Artificer
- You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
+ Healing Elixir (UA)
+ 1
+ C
+
+ Self
+ V, S, M (alchemist's supplies)
+ 24 hours
+ Wizard, Warlock, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
+ You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.
+ As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
+ 2d4+2
- Death Ward
- 4
- A
-
- Touch
- V, S
- 8 hours
- Cleric, Cleric (Death), Cleric (Life), Paladin, Warlock (Undying), Artificer
- You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
-
-
- Detect Magic
- 1
- D
- YES
-
- Self
- V, S
- Concentration, up to 10 minutes
- Bard, Cleric, Cleric (Arcana), Druid, Paladin, Ranger, Sorcerer, Wizard, Artificer
- For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
-
- The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
-
-
- Disguise Self
- 1
- I
-
- Self
- V, S
- 1 hour
- Bard, Cleric (Trickery), Sorcerer, Wizard, Rogue (Arcane Trickster), Artificer
- You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
-
- 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 your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
-
- To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
-
-
- Enhance Ability
- 2
- T
-
- Touch
- V, S, M (fur or a feather from a beast)
- Concentration, up to 1 hour
- Bard, Cleric, Druid, Sorcerer, Artificer
- You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
-
- Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
-
- Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
-
- Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
-
- Eagle's Splendor: The target has advantage on Charisma checks.
-
- Fox's Cunning: The target has advantage on Intelligence checks.
-
- Owl's Wisdom: The target has advantage on Wisdom checks.
-
- At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
-
-
- Enlarge/Reduce
- 2
- T
-
- 30 feet
- V, S, M (a pinch of powdered iron)
- Concentration, up to 1 minute
- Sorcerer, Wizard, Artificer
- You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
-
- If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
-
- Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
-
- Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
-
-
- Expeditious Retreat
- 1
- T
-
- Self
- V, S
- Concentration, up to 10 minutes
- Sorcerer, Warlock, Wizard, Artificer
- This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
-
-
- Explosive Round
- 0
- EV
-
- Instantaneous
- 150/500 feet
- M (Thunder Cannon)
- Artificer (Gunsmith)
- Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.
- 4d8
-
-
- Fabricate
- 4
- EV
-
- 120 feet
- V, S
- Instantaneous
- Wizard, Fighter (Eldritch Knight), Artificer
- You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
-
- Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
-
- Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
-
-
- False Life
- 1
- N
-
- Self
- V, S, M (a small amount of alcohol or distilled spirits)
- 1 hour
- Cleric (Death), Sorcerer, Warlock (Undying), Wizard, Artificer
- Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
-
- At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
- 1d4+4
-
-
- Fly
- 3
- T
-
- Touch
- V, S, M (a wing feather from any bird)
- Concentration, up to 10 minutes
- Sorcerer, Warlock, Wizard, Artificer
- You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
-
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
-
-
- Freedom of Movement
- 4
- A
-
- Touch
- V, S, M (a leather strap, bound around the arm or a similar appendage)
- 1 hour
- Bard, Cleric, Cleric (War), Druid, Druid (Arctic), Druid (Coast), Druid (Forest), Druid (Grassland), Druid (Swamp), Paladin (Devotion), Ranger, Artificer
- You touch a willing creature. 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 paralyzed or 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 grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
-
-
- Gaseous Form
- 3
- T
-
- Touch
- V, S, M (a bit of gauze and a wisp of smoke)
- Concentration, up to 1 hour
- Druid (Underdark), Sorcerer, Warlock, Wizard, Artificer
- 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 nonmagical 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.
-
- While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
-
-
- Glyph of Warding
- 3
- A
-
- Touch
- V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
- Until dispelled or triggered
- Bard, Cleric, Wizard, Fighter (Eldritch Knight), Artificer
- When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object 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 invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
-
- You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
-
- You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
-
- When you inscribe the glyph, choose explosive runes or a spell glyph.
-
- Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
-
- Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
-
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
- 5d8
-
-
- Guiding Hand (UA)
- 1
- D
- YES
-
- 5 feet
- V, S
- Concentration, up to 8 hours
- Bard, Cleric, Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
- You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
- 1d4
-
-
- Hand of Radiance (UA)
- 0
- EV
-
- Self (5-foot radius)
- V, S
- Instantaneous
- Cleric
- You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
- The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- 1d6
- 2d6
- 3d6
- 4d6
-
-
- Haste
- 3
- T
-
- 30 feet
- V, S, M (a shaving of licorice root)
- Concentration, up to 1 minute
- Druid (Grassland), Paladin (Vengeance), Sorcerer, Wizard, Artificer
- Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
-
- When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
-
-
- Healing Draught
- 0
- T
-
- Up to 1 hour
- Self
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
- 1d8
- 2d8
- 3d8
- 4d8
- 5d8
- 6d8
- 7d8
- 8d8
- 9d8
- 10d8
-
-
- Healing Elixir (UA)
- 1
- C
-
- Self
- V, S, M (alchemist's supplies)
- 24 hours
- Wizard, Warlock, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
- You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.
- As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
- 2d4+2
-
-
- Identify
- 1
- D
- YES
-
- Touch
- V, S, M (a pearl worth at least 100 gp and an owl feather)
- Instantaneous
- Bard, Cleric (Knowledge), Wizard, Artificer
- You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
-
- If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
-
-
- Infestation (UA)
- 0
- C
+ Infestation (UA)
+ 0
+ C30 feetV, S, M (a living flea)
@@ -1637,187 +1223,6 @@
3d64d6
-
- Invisibility
- 2
- I
-
- Touch
- V, S, M (an eyelash encased in gum arabic)
- Concentration, up to 1 hour
- Bard, Druid (Grassland), Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster), Artificer
- A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
-
- At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
-
-
- Jump
- 1
- T
-
- Touch
- V, S, M (a grasshopper's hind leg)
- 1 minute
- Druid, Ranger, Sorcerer, Wizard, Artificer
- You touch a creature. The creature's jump distance is tripled until the spell ends.
-
-
- Leomund's Secret Chest
- 4
- C
-
- Touch
- V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
- Instantaneous
- Cleric (Arcana), Wizard, Artificer
- You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
-
- While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
-
- 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, it is irretrievably lost.
- d10
-
-
- Lesser Restoration
- 2
- A
-
- Touch
- V, S
- Instantaneous
- Bard, Cleric, Cleric (Life), Druid, Paladin, Paladin (Devotion), Ranger, Artificer
- You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
-
-
- Levitate
- 2
- T
-
- 60 feet
- V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
- Concentration, up to 10 minutes
- Sorcerer, Wizard, Artificer
- One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
-
- The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
-
- When the spell ends, the target floats gently to the ground if it is still aloft.
-
-
- Longstrider
- 1
- T
-
- Touch
- V, S, M (a pinch of dirt)
- 1 hour
- Bard, Druid, Ranger, Wizard, Artificer
- You touch a creature. The target's speed increases by 10 feet until the spell ends.
-
- At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
-
-
- Magic Weapon
- 2
- T
-
- Touch
- V, S
- Concentration, up to 1 hour
- Cleric (Arcana), Cleric (War), Paladin, Wizard, Artificer
- You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
-
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
-
-
- Mending
- 0
- T
-
- Touch
- V, S, M (two lodestones)
- Instantaneous
- Bard, Cleric, Druid, Sorcerer, Wizard, Artificer (Gunsmith)
- This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
-
- This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
-
-
- Mordenkainen's Faithful Hound
- 4
- C
-
- 30 feet
- V, S, M (a tiny silver whistle, a piece of bone, and a thread)
- 8 hours
- Wizard, Artificer
- 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 100 feet away from it.
-
- The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
-
- At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
- 4d8
- SPELL+PROF
-
-
- Mordenkainen's Private Sanctum
- 4
- A
-
- 120 feet
- V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
- 24 hours
- Wizard, Fighter (Eldritch Knight), Artificer
- You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
-
- When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties.
-
- • Sound can't pass through the barrier at the edge of the warded area.
-
- • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
-
- • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
-
- • Creatures in the area can't be targeted by divination spells.
-
- • Nothing can teleport into or out of the warded area.
-
- • Planar travel is blocked within the warded area.
-
- Casting this spell on the same spot every day for a year makes this effect permanent.
-
- At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
-
-
- Otiluke's Resilient Sphere
- 4
- EV
-
- 30 feet
- V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
- Concentration, up to 1 minute
- Wizard, Fighter (Eldritch Knight), Artificer
- A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
-
- Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
-
- The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
-
- A disintegrate spell targeting the globe destroys it without harming anything inside it.
-
-
- Piercing Round
- 0
- EV
-
- Instantaneous
- 30 by 5 feet line
- M (Thunder Cannon)
- Artificer (Gunsmith)
- Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.
- 4d6
- 6d6
- Primal Savagery (UA)0
@@ -1834,30 +1239,6 @@
3d104d10
-
- Protection from Energy
- 3
- A
-
- Touch
- V, S
- Concentration, up to 1 hour
- Cleric, Druid, Druid (Desert), Paladin (Ancients), Paladin (Vengeance), Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Artificer
- For the duration, the willing creature you touch has resistance to one damage type of your choice - acid, cold, fire, lightning, or thunder.
-
-
- Protection from Poison
- 2
- A
-
- Touch
- V, S
- 1 hour
- Cleric, Druid, Paladin, Ranger, Artificer
- You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
-
- For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
- Puppet (UA)1
@@ -1869,58 +1250,6 @@
Bard, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster) Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
-
- Revivify
- 3
- N
-
- Touch
- V, S, M (diamonds worth 300 gp, which the spell consumes)
- Instantaneous
- Cleric, Cleric (Life), Paladin, Artificer
- You touch a creature that has died within the last minute. 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.
-
-
- Rope Trick
- 2
- T
-
- Touch
- V, S, M (powdered corn extract and a twisted loop of parchment)
- 1 hour
- Wizard, Artificer
- You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
-
- The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
-
- Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
-
- Anything inside the extradimensional space drops out when the spell ends.
-
-
- Sanctuary
- 1
- A
-
- 30 feet
- V, S, M (a small silver mirror)
- 1 minute
- Cleric, Paladin (Devotion), Artificer
- You ward a creature within range against attack. 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 fireball.
-
- If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
-
-
- See Invisibility
- 2
- D
-
- Self
- V, S, M (A pinch of Talc and a small sprinkling of powdered silver)
- 1 hour
- Bard, Sorcerer, Wizard, Artificer
- For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
- Sense Emotion (UA)1
@@ -1932,28 +1261,6 @@
Bard, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
-
- Shield of Faith
- 1
- A
-
- 60 feet
- V, S, M (a small parchment with a bit of holy text written on it)
- Concentration, up to 10 minutes
- Cleric, Cleric (War), Paladin, Artificer
- A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
-
-
- Smoke Stick
- 0
- T
-
- 1 minute
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
- Snare (UA)1
@@ -1968,39 +1275,6 @@
The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.
-
- Spider Climb
- 2
- T
-
- Touch
- V, S, M (a drop of bitumen and a spider)
- Concentration, up to 1 hour
- Druid (Forest), Druid (Mountain), Druid (Underdark), Sorcerer, Warlock, Wizard, Artificer
- Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
-
-
- Stone Shape
- 4
- T
-
- Touch
- V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
- Instantaneous
- Cleric, Druid, Druid (Mountain), Druid (Underdark), Wizard, Artificer
- You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
-
-
- Stoneskin
- 4
- A
-
- Touch
- V, S, M (diamond dust worth 100 gp, which the spell consumes)
- Concentration, up to 1 hour
- Cleric (War), Druid, Druid (Mountain), Paladin (Ancients), Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Artificer
- This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
- Sudden Awakening (UA)1
@@ -2012,59 +1286,6 @@
Sorcerer, Wizard, Bard, Ranger, Fighter (Eldritch Knight), Rogue (Arcane Trickster)Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.
-
- Swift Step Draught
- 0
- T
-
- Up to 1 minute
- Self
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Tanglefoot Bag
- 0
- T
-
- 1 minute
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Thunder Monger
- 0
- EV
-
- Instantaneous
- 150/500 feet
- M (Thunder Cannon)
- Artificer (Gunsmith)
- At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
- 1d6
- 2d6
- 3d6
- 4d6
- 5d6
- 6d6
- 7d6
- 8d6
- 9d6
-
-
- Thunderstone
- 0
- T
-
- Instantaneous
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
- Toll the Dead (UA)0
@@ -2110,32 +1331,6 @@
1d4+SPELL
- Water Breathing
- 3
- T
- YES
-
- 30 feet
- V, S, M (a short reed or piece of straw)
- 24 hours
- Druid, Druid (Coast), Ranger, Sorcerer, Wizard, Artificer
- This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
-
-
- Water Walk
- 3
- T
- YES
-
- 30 feet
- V, S, M (a piece of cork)
- 1 hour
- Cleric, Druid, Druid (Coast), Druid (Swamp), Ranger, Sorcerer, Artificer
- This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
-
- If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
-
- Wild Cunning (UA)1T
diff --git a/Compendiums/Warlock Compendium.xml b/Compendiums/Warlock Compendium.xml
index 500f03ad..947790e7 100644
--- a/Compendiums/Warlock Compendium.xml
+++ b/Compendiums/Warlock Compendium.xml
@@ -1,732 +1,659 @@
Warlock
- 8
- Wisdom, Charisma
- Charisma
- 2,1,0,0,0,0,0,0,0,0
- 2,2,0,0,0,0,0,0,0,0
- 2,0,2,0,0,0,0,0,0,0
- 3,0,2,0,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
-
-
- Starting Proficiencies
- You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor
- Weapons: simple weapons
- Tools: none
- Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
-
-
- Starting Equipment
- You start with the following items, plus anything provided by your background.
-
- • (a) a light crossbow and 20 bolts or (b) any simple weapon
- • (a) a component pouch or (b) an arcane focus
- • (a) a scholar's pack or (b) a dungeoneer's pack
- • Leather armor, any simple weapon, and two daggers
-
- Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
-
-
-
-
-
- Otherworldly Patron
- At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
-
+ 8
+ Wisdom, Charisma
+ Charisma
+ 2,1,0,0,0,0,0,0,0,0
+ 2,2,0,0,0,0,0,0,0,0
+ 2,0,2,0,0,0,0,0,0,0
+ 3,0,2,0,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+
+
+ Starting Proficiencies
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ Armor: light armor
+ Weapons: simple weapons
+ Tools: none
+ Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
+
+
+ Starting Equipment
+ You start with the following items, plus anything provided by your background.
+
+ • (a) a light crossbow and 20 bolts or (b) any simple weapon
+ • (a) a component pouch or (b) an arcane focus
+ • (a) a scholar's pack or (b) a dungeoneer's pack
+ • Leather armor, any simple weapon, and two daggers
+
+ Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
+
+
-
- Pact Magic
- Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
-
- Cantrips
- You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
-
- Spell Slots
- The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
-
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
- You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
- Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
-
- Spellcasting Ability
- Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
- Spell save DC: 8 + Proficiency bonus + Charisma modifier
- Spell attack modifier: Proficiency bonus + Charisma modifier
-
- Spellcasting Focus
- You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
-
+
+
+ Otherworldly Patron
+ At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
+
+
+
+ Pact Magic
+ Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
+
+ Cantrips
+ You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
+
+ Spell Slots
+ The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
+ For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
+
+ Spells Known of 1st Level and Higher
+ At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
+ You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
+ Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability
+ Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
+ Spell save DC: 8 + Proficiency bonus + Charisma modifier
+ Spell attack modifier: Proficiency bonus + Charisma modifier
+
+ Spellcasting Focus
+ You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
+
-
-
-
-
- Eldritch Invocations
- In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
- At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
- Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
-
-
+
-
-
- Pact Boon: Pact of the Chain
- You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
-
-
- Pact Boon: Pact of the Blade
- You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
-
-
- Pact Boon: Pact of the Tome
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
-
-
+
+
+ Eldritch Invocations
+ In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
+ At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
+ Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
+
+
-
-
- Ability Score Improvement
- When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Pact Boon: Pact of the Chain
+ You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
+ When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
+ Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
+
+
+ Pact Boon: Pact of the Blade
+ You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
+ You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
+
+
+ Pact Boon: Pact of the Tome
+ Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Ability Score Improvement
+ When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
+
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
-
-
-
- Mystic Arcanum (6th level)
- At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
-
-
+
-
-
- Ability Score Improvement
- When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Mystic Arcanum (6th level)
+ At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+ At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
+
+
-
-
- Mystic Arcanum (7th level)
- At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Ability Score Improvement
+ When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
+
+ Mystic Arcanum (7th level)
+ At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
+
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
- Mystic Arcanum (8th level)
- At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
+ Mystic Arcanum (8th level)
+ At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Ability Score Improvement
- When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Mystic Arcanum (9th level)
- At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Mystic Arcanum (9th level)
+ At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Master
- At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Master
+ At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
+
+
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
+
-
+
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
-
+
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
-
+
- Eldritch Invocation: Ascendant Step
- Prerequisite: 9th level
-
- You can cast levitate on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Minions of Chaos
- Prerequisite: 9th level
-
- You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Otherworldly Leap
- Prerequisite: 9th level
-
- You can cast jump on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Whispers of the Grave
- Prerequisite: 9th level
-
- You can cast speak with dead at will, without expending a spell slot.
-
+ Eldritch Invocation: Ascendant Step
+ Prerequisite: 9th level
+
+ You can cast levitate on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Minions of Chaos
+ Prerequisite: 9th level
+
+ You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Otherworldly Leap
+ Prerequisite: 9th level
+
+ You can cast jump on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Whispers of the Grave
+ Prerequisite: 9th level
+
+ You can cast speak with dead at will, without expending a spell slot.
+
-
+
- Eldritch Invocation: Lifedrinker
- Prerequisite: 12th level, Pact of the Blade feature
-
- When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
+ Eldritch Invocation: Lifedrinker
+ Prerequisite: 12th level, Pact of the Blade feature
+
+ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
+
-
+
- Eldritch Invocation: Chains of Carceri
- Prerequisite: 15th level, Pact of the Chain feature
-
- You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
-
-
- Eldritch Invocation: Master of Myriad Forms
- Prerequisite: 15th level
-
- You can cast alter self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Visions of Distant Realms
- Prerequisite: 15th level
-
- You can cast arcane eye at will, without expending a spell slot.
-
-
- Eldritch Invocation: Witch Sight
- Prerequisite: 15th level
-
- You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
+ Eldritch Invocation: Chains of Carceri
+ Prerequisite: 15th level, Pact of the Chain feature
+
+ You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
+
+
+ Eldritch Invocation: Master of Myriad Forms
+ Prerequisite: 15th level
+
+ You can cast alter self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Visions of Distant Realms
+ Prerequisite: 15th level
+
+ You can cast arcane eye at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Witch Sight
+ Prerequisite: 15th level
+
+ You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
+
-
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
+
+
+ Eldritch Invocation: Aspect of the Moon (UA)
+ Prerequisite: Pact of the Tome feature
+
+ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard
+
+
+ Eldritch Invocation: Cloak of Flies (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action.
+ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Cloak of Baalzebul
+
+
+ Eldritch Invocation: Eldritch Smite (UA)
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
+ If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Claw of Acamar, Curse Bringer, Mace of Dispater, Moon Bow
+
+
+ Eldritch Invocation: Frost Lance (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Grasp of Hadar (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Gift of the Ever-Living Ones (UA)
+ Prerequisite: Pact of the Chain
+
+ Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Green Lord’s Gift
+
+
+ Eldritch Invocation: Improved Pact Weapon (UA)
+ Prerequisite: Pact of the Blade feature
+
+ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
+ In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Gift of the Depths (UA)
+ Prerequisite: 5th level
+
+ You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+ You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Sea Twins’ Gift
+
+
+ Eldritch Invocation: Kiss of Mephistopheles (UA)
+ Prerequisite: 5th level, eldritch blast cantrip
+
+ When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Maddening Hex (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was split between Burning Hex and Chilling Hex
+
+
+ Eldritch Invocation: Tomb of Levistus (UA)
+ Prerequisite: 5th level
+
+ As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
+
+
+
+ Eldritch Invocation: Ghostly Gaze (UA)
+ Prerequisite: 7th level
+
+ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Gaze of Khirad
+
+
+ Eldritch Invocation: Relentless Hex (UA)
+ Prerequisite: 7th level
+
+ Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Trickster’s Escape (UA)
+ Prerequisite: 7th level
+
+ You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Path of the Seeker.
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Shroud of Shadow (UA)
+ Prerequisite: 15th level
+
+ You can cast invisibility at will, without expending a spell slot.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Shroud of Ulban.
+
-
-
- Eldritch Invocation: Shroud of Ulban (UA)
- Prerequisite: 18th level, the Great Old One patron
-
- The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
-
+
+
+
+
+ Eldritch Invocation: Caiphon's Beacon (UA)
+ Prerequisite: The Great Old One patron
+
+ The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Chronicle of the Raven Queen (UA)
+ Prerequisite: The Raven Queen patron, Pact of the Tome feature
+
+ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Raven Queen’s Blessing (UA)
+ Prerequisite: Raven Queen patron, eldritch blast cantrip
+
+ When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Seeker’s Speech (UA)
+ Prerequisite: The Seeker patron
+
+ Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+
+ Eldritch Invocation: Claw of Acamar (UA)
+ Prerequisite: The Great Old One patron, Pact of the Blade feature
+
+ You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Curse Bringer (UA)
+ Prerequisite: The Hexblade patron, Pact of the Blade feature
+
+ You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration.
+ When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Mace of Dispater (UA)
+ Prerequisite: The Fiend patron, Pact of the Blade feature
+
+ When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Moon Bow (UA)
+ Prerequisite: The Archfey patron, Pact of the Blade feature
+
+ You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
-
+ Otherworldly Patron: The Great Old OneYour patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
@@ -745,31 +672,80 @@
- The Great Old One: Awakened Mind
- Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
+ The Great Old One: Awakened Mind
+ Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
+
+
+
+
+
+ The Great Old One: Entropic Ward
+ At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+
+
+
+
+ The Great Old One: Thought Shield
+ Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
+
+
+
+
+
+ The Great Old One: Create Thrall
+ At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
+ You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
+
+
+
+
+
+ Otherworldly Patron: The Archfey
+ Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
+
+ Expanded Spell List: The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ 1st - faerie fire, sleep
+
+ 2nd - calm emotions, phantasmal force
+
+ 3rd - blink, plant growth
+
+ 4th - dominate beast, greater invisibility
+
+ 5th - dominate person, seeming
+
+
+ The Archfey: Fey Presence
+ Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
- The Great Old One: Entropic Ward
- At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
+ The Archfey: Misty Escape
+ Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
- The Great Old One: Thought Shield
- Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
+ The Archfey: Beguiling Defenses
+ Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
- The Great Old One: Create Thrall
- At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
- You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
+ The Archfey: Dark Delirium
+ Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
+ Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
+ You must finish a short or long rest before you can use this feature again.
@@ -820,61 +796,6 @@
-
-
- Otherworldly Patron: The Undying Light (UA)
- Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.
- Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
- As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.
-
- d6 - Quirk
- 1 — You are afraid of the dark, and must always have a light source at hand.
- 2 — You have a nervous compulsion to keep a bright light in even the barest shadow.
- 3 — You have a compulsion to enter and illuminate dark areas.
- 4 — You have an overwhelming hatred of undead creatures.
- 5 — You fidget and are irritable when you can't see the sun.
- 6 — In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.
-
- Expanded Spell List:
- The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
-
- 1st - burning hands
- 2nd - flaming sphere
- 3rd - daylight
- 4th - fire shield
- 5th - flame strike
-
- This Otherworldy Patron is from Unearthed Arcana: Light, Dark, Underdark!, and as such may not be allowed in your game. Consult your DM before choosing this option.
-
-
- The Undying Light: Radiant Soul
- Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known.
-
-
-
-
-
- The Undying Light: Searing Vengeance
- Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
- Once you use this feature, you can't use it again until you finish a long rest.
-
-
-
-
-
- The Undying Light: Radiant Resilience
- Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
-
-
-
-
-
- The Undying Light: Healing Light
- At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.
- You regain all expended dice from your pool when you finish a long rest.
-
-
-
Otherworldly Patron: The Raven Queen (UA)
@@ -892,7 +813,17 @@
4th - ice storm, locate creature5th - commune, cone of cold
-
+
+
+ The Raven Queen: Sentinel Raven
+ Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
+ While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
+ You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
+ In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
+ The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
+ The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
+ At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
+
@@ -1024,50 +955,55 @@
- Otherworldly Patron: The Archfey
- Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
-
- Expanded Spell List: The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
-
- 1st - faerie fire, sleep
+ Otherworldly Patron: The Celestial (UA)
+ Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
- 2nd - calm emotions, phantasmal force
+ Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
- 3rd - blink, plant growth
+ Expanded Spell List:
+ The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
- 4th - dominate beast, greater invisibility
+ 1st - burning hands, cure wounds
+ 2nd - flaming sphere, lesser restoration
+ 3rd - daylight, revivify
+ 4th - guardian of faith, wall of fire
+ 5th - flame strike, greater restoration
- 5th - dominate person, seeming
+ This Otherworldy Patron is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Light, Dark, Underdark!, where it was called Undying Light
+
- The Archfey: Fey Presence
- Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
- Once you use this feature, you can't use it again until you finish a short or long rest.
+ The Celestial: Bonus Cantrips
+ At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
+
+
+ The Celestial: Healing Light
+ At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
+ As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
+ Your pool regains all expended dice when you finish a long rest.
-
- The Archfey: Misty Escape
- Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
- Once you use this feature, you can't use it again until you finish a short or long rest.
+ The Celestial: Radiant Soul
+ Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice.
- The Archfey: Beguiling Defenses
- Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
+ The Celestial: Celestial Resilience
+ Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
- The Archfey: Dark Delirium
- Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
- Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
- You must finish a short or long rest before you can use this feature again.
+ The Celestial: Searing Vengeance
+ Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
+ Once you use this feature, you can’t use it again until you finish a long rest.
@@ -1127,731 +1063,658 @@
Warlock !Base8
- Wisdom, Charisma
- Charisma
- 2,1,0,0,0,0,0,0,0,0
- 2,2,0,0,0,0,0,0,0,0
- 2,0,2,0,0,0,0,0,0,0
- 3,0,2,0,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,2,0,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,2,0,0,0,0,0
- 3,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,2,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,3,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
- 4,0,0,0,0,4,0,0,0,0
-
-
- Starting Proficiencies
- You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor
- Weapons: simple weapons
- Tools: none
- Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
-
-
- Starting Equipment
- You start with the following items, plus anything provided by your background.
-
- • (a) a light crossbow and 20 bolts or (b) any simple weapon
- • (a) a component pouch or (b) an arcane focus
- • (a) a scholar's pack or (b) a dungeoneer's pack
- • Leather armor, any simple weapon, and two daggers
-
- Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
-
-
-
-
-
- Otherworldly Patron
- At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
-
+ Wisdom, Charisma
+ Charisma
+ 2,1,0,0,0,0,0,0,0,0
+ 2,2,0,0,0,0,0,0,0,0
+ 2,0,2,0,0,0,0,0,0,0
+ 3,0,2,0,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,2,0,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,2,0,0,0,0,0
+ 3,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,2,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,3,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+ 4,0,0,0,0,4,0,0,0,0
+
+
+ Starting Proficiencies
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ Armor: light armor
+ Weapons: simple weapons
+ Tools: none
+ Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
+
+
+ Starting Equipment
+ You start with the following items, plus anything provided by your background.
+
+ • (a) a light crossbow and 20 bolts or (b) any simple weapon
+ • (a) a component pouch or (b) an arcane focus
+ • (a) a scholar's pack or (b) a dungeoneer's pack
+ • Leather armor, any simple weapon, and two daggers
+
+ Alternatively, you may start with 4d4 x 10 gp to buy your own equipment.
+
+
-
- Pact Magic
- Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
-
- Cantrips
- You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
-
- Spell Slots
- The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
-
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
- You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
- Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
-
- Spellcasting Ability
- Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
- Spell save DC: 8 + Proficiency bonus + Charisma modifier
- Spell attack modifier: Proficiency bonus + Charisma modifier
-
- Spellcasting Focus
- You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
-
+
+
+ Otherworldly Patron
+ At 1st level, you have struck a bargain with an otherworldly being of your choice - the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
+
+
+
+ Pact Magic
+ Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
+
+ Cantrips
+ You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. (one additional at levels 5, 10)
+
+ Spell Slots
+ The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
+ For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
+
+ Spells Known of 1st Level and Higher
+ At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
+ You learn a new warlock spell every time you gain a level from 2 through 9, then another every odd level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
+ Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability
+ Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
+ Spell save DC: 8 + Proficiency bonus + Charisma modifier
+ Spell attack modifier: Proficiency bonus + Charisma modifier
+
+ Spellcasting Focus
+ You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.
+
-
-
-
-
- Eldritch Invocations
- In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
- At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
- Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
-
-
+
-
-
- Pact Boon: Pact of the Chain
- You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
-
-
- Pact Boon: Pact of the Blade
- You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
-
-
- Pact Boon: Pact of the Tome
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
-
-
+
+
+ Eldritch Invocations
+ In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
+ At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. (one additional at levels 5, 7, 9, 12, 15, 18)
+ Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level.
+
+
-
-
- Ability Score Improvement
- When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Pact Boon: Pact of the Chain
+ You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
+ When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
+ Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
+
+
+ Pact Boon: Pact of the Blade
+ You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
+ You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
+
+
+ Pact Boon: Pact of the Tome
+ Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Ability Score Improvement
+ When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
+
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
+
-
-
-
-
- Mystic Arcanum (6th level)
- At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
-
-
+
-
-
- Ability Score Improvement
- When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Mystic Arcanum (6th level)
+ At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+ At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
+
+
-
-
- Mystic Arcanum (7th level)
- At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Ability Score Improvement
+ When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
+
+
+
+ Mystic Arcanum (7th level)
+ At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
+
-
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
- Mystic Arcanum (8th level)
- At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
+ Mystic Arcanum (8th level)
+ At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Ability Score Improvement
- When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Mystic Arcanum (9th level)
- At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
- You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-
-
+
+
+ Mystic Arcanum (9th level)
+ At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation
- You learn an additional eldritch invocation
-
-
+
+
+ Eldritch Invocation
+ You learn an additional eldritch invocation
+
+
-
-
- Ability Score Improvement
- When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- If your DM allows the use of feats, you may instead take a feat.
-
-
+
+
+ Ability Score Improvement
+ When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+
-
-
- Eldritch Master
- At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
-
-
+
+
+ Eldritch Master
+ At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
+
+
-
-
- Eldritch Invocation: Agonizing Blast
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-
-
- Eldritch Invocation: Armor of Shadows
- You can cast mage armor on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Beast Speech
- You can cast speak with animals at will, without expending a spell slot.
-
-
- Eldritch Invocation: Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
-
-
- Eldritch Invocation: Book of Ancient Secrets
- Prerequisite: Pact of the Tome feature
-
- You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
- On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
-
- Eldritch Invocation: Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
-
-
- Eldritch Invocation: Eldritch Sight
- You can cast detect magic at will, without expending a spell slot.
-
-
- Eldritch Invocation: Eldritch Spear
- Prerequisite: eldritch blast cantrip
-
- When you cast eldritch blast, its range is 300 feet.
-
-
- Eldritch Invocation: Eyes of the Rune Keeper
- You can read all writing.
-
-
- Eldritch Invocation: Fiendish Vigor
- You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Gaze of Two Minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
-
- Eldritch Invocation: Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Misty Visions
- You can cast silent image at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Repelling Blast
- Prerequisite: eldritch blast cantrip
-
- When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
-
-
- Eldritch Invocation: Thief of Five Fates
- You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
-
- You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
-
-
-
-
-
+
- Eldritch Invocation: Mire the Mind
- Prerequisite: 5th level
-
- You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: One with Shadows
- Prerequisite: 5th level
-
- When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
-
-
- Eldritch Invocation: Signs of Ill Omen
- Prerequisite: 5th level
-
- You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Thirsting Blade
- Prerequisite: 5th level, Pact of the Blade feature
-
- You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
+ Eldritch Invocation: Agonizing Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
+
+
+ Eldritch Invocation: Armor of Shadows
+ You can cast mage armor on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Beast Speech
+ You can cast speak with animals at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Beguiling Influence
+ You gain proficiency in the Deception and Persuasion skills.
+
+
+ Eldritch Invocation: Book of Ancient Secrets
+ Prerequisite: Pact of the Tome feature
+
+ You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; they do not have to be from the same class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
+ On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
+
+
+ Eldritch Invocation: Devil's Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+
+ Eldritch Invocation: Eldritch Sight
+ You can cast detect magic at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Eldritch Spear
+ Prerequisite: eldritch blast cantrip
+
+ When you cast eldritch blast, its range is 300 feet.
+
+
+ Eldritch Invocation: Eyes of the Rune Keeper
+ You can read all writing.
+
+
+ Eldritch Invocation: Fiendish Vigor
+ You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Gaze of Two Minds
+ You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
+
+
+ Eldritch Invocation: Mask of Many Faces
+ You can cast disguise self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Misty Visions
+ You can cast silent image at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Repelling Blast
+ Prerequisite: eldritch blast cantrip
+
+ When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
+
+
+ Eldritch Invocation: Thief of Five Fates
+ You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Voice of the Chain Master
+ Prerequisite: Pact of the Chain feature
+
+ You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
+
-
+
+
- Eldritch Invocation: Bewitching Whispers
- Prerequisite: 7th level
-
- You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Dreadful Word
- Prerequisite: 7th level
-
- You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Sculptor of Flesh
- Prerequisite: 7th level
-
- You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
+ Eldritch Invocation: Mire the Mind
+ Prerequisite: 5th level
+
+ You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: One with Shadows
+ Prerequisite: 5th level
+
+ When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
+
+
+ Eldritch Invocation: Signs of Ill Omen
+ Prerequisite: 5th level
+
+ You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Thirsting Blade
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
+
-
+
- Eldritch Invocation: Ascendant Step
- Prerequisite: 9th level
-
- You can cast levitate on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Minions of Chaos
- Prerequisite: 9th level
-
- You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
-
-
- Eldritch Invocation: Otherworldly Leap
- Prerequisite: 9th level
-
- You can cast jump on yourself at will, without expending a spell slot or material components.
-
-
- Eldritch Invocation: Whispers of the Grave
- Prerequisite: 9th level
-
- You can cast speak with dead at will, without expending a spell slot.
-
+ Eldritch Invocation: Bewitching Whispers
+ Prerequisite: 7th level
+
+ You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Dreadful Word
+ Prerequisite: 7th level
+
+ You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Sculptor of Flesh
+ Prerequisite: 7th level
+
+ You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
+
-
+
- Eldritch Invocation: Lifedrinker
- Prerequisite: 12th level, Pact of the Blade feature
-
- When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
+ Eldritch Invocation: Ascendant Step
+ Prerequisite: 9th level
+
+ You can cast levitate on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Minions of Chaos
+ Prerequisite: 9th level
+
+ You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
+
+
+ Eldritch Invocation: Otherworldly Leap
+ Prerequisite: 9th level
+
+ You can cast jump on yourself at will, without expending a spell slot or material components.
+
+
+ Eldritch Invocation: Whispers of the Grave
+ Prerequisite: 9th level
+
+ You can cast speak with dead at will, without expending a spell slot.
+
-
+
- Eldritch Invocation: Chains of Carceri
- Prerequisite: 15th level, Pact of the Chain feature
-
- You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
-
-
- Eldritch Invocation: Master of Myriad Forms
- Prerequisite: 15th level
-
- You can cast alter self at will, without expending a spell slot.
-
-
- Eldritch Invocation: Visions of Distant Realms
- Prerequisite: 15th level
-
- You can cast arcane eye at will, without expending a spell slot.
-
-
- Eldritch Invocation: Witch Sight
- Prerequisite: 15th level
-
- You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
+ Eldritch Invocation: Lifedrinker
+ Prerequisite: 12th level, Pact of the Blade feature
+
+ When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
+
-
+
-
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
+
+ Eldritch Invocation: Chains of Carceri
+ Prerequisite: 15th level, Pact of the Chain feature
+
+ You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
+
+
+ Eldritch Invocation: Master of Myriad Forms
+ Prerequisite: 15th level
+
+ You can cast alter self at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Visions of Distant Realms
+ Prerequisite: 15th level
+
+ You can cast arcane eye at will, without expending a spell slot.
+
+
+ Eldritch Invocation: Witch Sight
+ Prerequisite: 15th level
+
+ You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
+
+
+
+
+
+
+
+ Eldritch Invocation: Aspect of the Moon (UA)
+ Prerequisite: Pact of the Tome feature
+
+ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard
+
+
+ Eldritch Invocation: Cloak of Flies (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action.
+ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Cloak of Baalzebul
+
+
+ Eldritch Invocation: Eldritch Smite (UA)
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
+ If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Claw of Acamar, Curse Bringer, Mace of Dispater, Moon Bow
+
+
+ Eldritch Invocation: Frost Lance (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Grasp of Hadar (UA)
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Gift of the Ever-Living Ones (UA)
+ Prerequisite: Pact of the Chain
+
+ Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Green Lord’s Gift
+
+
+ Eldritch Invocation: Improved Pact Weapon (UA)
+ Prerequisite: Pact of the Blade feature
+
+ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
+ In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Gift of the Depths (UA)
+ Prerequisite: 5th level
+
+ You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+ You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Sea Twins’ Gift
+
+
+ Eldritch Invocation: Kiss of Mephistopheles (UA)
+ Prerequisite: 5th level, eldritch blast cantrip
+
+ When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Maddening Hex (UA)
+ Prerequisite: 5th level
+
+ As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was split between Burning Hex and Chilling Hex
+
+
+ Eldritch Invocation: Tomb of Levistus (UA)
+ Prerequisite: 5th level
+
+ As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
+
+
+
+ Eldritch Invocation: Ghostly Gaze (UA)
+ Prerequisite: 7th level
+
+ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Gaze of Khirad
+
+
+ Eldritch Invocation: Relentless Hex (UA)
+ Prerequisite: 7th level
+
+ Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Trickster’s Escape (UA)
+ Prerequisite: 7th level
+
+ You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Path of the Seeker.
+
-
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
- Eldritch Invocation: Burning Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
- Eldritch Invocation: Chilling Hex (UA)
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
- Eldritch Invocation: Frost Lance (UA)
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Mace of Dispater (UA)
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
- Eldritch Invocation: Moon Bow (UA)
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
- Eldritch Invocation: Path of the Seeker (UA)
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
+
+
+ Eldritch Invocation: Shroud of Shadow (UA)
+ Prerequisite: 15th level
+
+ You can cast invisibility at will, without expending a spell slot.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Shroud of Ulban.
+
-
-
- Eldritch Invocation: Shroud of Ulban (UA)
- Prerequisite: 18th level, the Great Old One patron
-
- The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
-
+
+
+
+
+ Eldritch Invocation: Caiphon's Beacon (UA)
+ Prerequisite: The Great Old One patron
+
+ The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Chronicle of the Raven Queen (UA)
+ Prerequisite: The Raven Queen patron, Pact of the Tome feature
+
+ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Raven Queen’s Blessing (UA)
+ Prerequisite: Raven Queen patron, eldritch blast cantrip
+
+ When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Seeker’s Speech (UA)
+ Prerequisite: The Seeker patron
+
+ Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+
+ Eldritch Invocation: Claw of Acamar (UA)
+ Prerequisite: The Great Old One patron, Pact of the Blade feature
+
+ You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Curse Bringer (UA)
+ Prerequisite: The Hexblade patron, Pact of the Blade feature
+
+ You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration.
+ When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Mace of Dispater (UA)
+ Prerequisite: The Fiend patron, Pact of the Blade feature
+
+ When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Moon Bow (UA)
+ Prerequisite: The Archfey patron, Pact of the Blade feature
+
+ You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
-
+ Warlock (Archfey)
@@ -1902,6 +1765,63 @@
+
+ Warlock (Celestial)
+
+
+
+ Otherworldly Patron: The Celestial (UA)
+ Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
+
+ Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
+
+ Expanded Spell List:
+ The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ 1st - burning hands, cure wounds
+ 2nd - flaming sphere, lesser restoration
+ 3rd - daylight, revivify
+ 4th - guardian of faith, wall of fire
+ 5th - flame strike, greater restoration
+
+ This Otherworldy Patron is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Light, Dark, Underdark!, where it was called Undying Light
+
+
+
+ The Celestial: Bonus Cantrips
+ At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
+
+
+ The Celestial: Healing Light
+ At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
+ As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
+ Your pool regains all expended dice when you finish a long rest.
+
+
+
+
+
+ The Celestial: Radiant Soul
+ Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice.
+
+
+
+
+
+ The Celestial: Celestial Resilience
+ Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
+
+
+
+
+
+ The Celestial: Searing Vengeance
+ Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
+ Once you use this feature, you can’t use it again until you finish a long rest.
+
+
+
Warlock (Fiend)
@@ -2078,7 +1998,17 @@
4th - ice storm, locate creature5th - commune, cone of cold
-
+
+
+ The Raven Queen: Sentinel Raven
+ Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
+ While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
+ You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
+ In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
+ The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
+ The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
+ At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
+
@@ -2164,64 +2094,6 @@
-
- Warlock (Undying Light)
-
-
-
- Otherworldly Patron: The Undying Light (UA)
- Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.
- Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
- As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.
-
- d6 - Quirk
- 1 — You are afraid of the dark, and must always have a light source at hand.
- 2 — You have a nervous compulsion to keep a bright light in even the barest shadow.
- 3 — You have a compulsion to enter and illuminate dark areas.
- 4 — You have an overwhelming hatred of undead creatures.
- 5 — You fidget and are irritable when you can't see the sun.
- 6 — In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.
-
- Expanded Spell List:
- The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
-
- 1st - burning hands
- 2nd - flaming sphere
- 3rd - daylight
- 4th - fire shield
- 5th - flame strike
-
- This Otherworldy Patron is from Unearthed Arcana: Light, Dark, Underdark!, and as such may not be allowed in your game. Consult your DM before choosing this option.
-
-
- The Undying Light: Radiant Soul
- Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known.
-
-
-
-
-
- The Undying Light: Searing Vengeance
- Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
- Once you use this feature, you can't use it again until you finish a long rest.
-
-
-
-
-
- The Undying Light: Radiant Resilience
- Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
-
-
-
-
-
- The Undying Light: Healing Light
- At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.
- You regain all expended dice from your pool when you finish a long rest.
-
-
-
Warlock (Undying)
@@ -2291,14 +2163,17 @@
You can cast levitate on yourself at will, without expending a spell slot or material components.
-
- Eldritch Invocation: Aspect of the Moon (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
-
-
+
+ Eldritch Invocation: Aspect of the Moon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Tome feature
+
+ You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard
+
+ Eldritch Invocation: Beast SpeechWarlock Eldritch InvocationYou can cast speak with animals at will, without expending a spell slot.
@@ -2323,64 +2198,67 @@
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
-
- Eldritch Invocation: Burning Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Caiphon's Beacon (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron
-
- The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
-
-
+
+ Eldritch Invocation: Caiphon's Beacon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Great Old One patron
+
+ The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+ Eldritch Invocation: Chains of CarceriWarlock Eldritch InvocationPrerequisite: 15th level, Pact of the Chain featureYou can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
-
- Eldritch Invocation: Chilling Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron
-
- As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
-
-
- Eldritch Invocation: Chronicle of the Raven Queen (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Raven Queen patron, Pact of the Tome feature
-
- You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
-
-
- Eldritch Invocation: Claw of Acamar (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron, Pact of the Blade feature
-
- You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
- Eldritch Invocation: Cloak of Baalzebul (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron
-
- As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
-
-
- Eldritch Invocation: Curse Bringer (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Hexblade patron, Pact of the Blade feature
-
- You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
- When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
-
-
+
+ Eldritch Invocation: Chronicle of the Raven Queen (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Raven Queen patron, Pact of the Tome feature
+
+ You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Claw of Acamar (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Great Old One patron, Pact of the Blade feature
+
+ You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Cloak of Flies (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action.
+ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Cloak of Baalzebul
+
+
+ Eldritch Invocation: Curse Bringer (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Hexblade patron, Pact of the Blade feature
+
+ You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
+ When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+ Eldritch Invocation: Devil's SightWarlock Eldritch InvocationYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
@@ -2397,6 +2275,17 @@
Warlock Eldritch InvocationYou can cast detect magic at will, without expending a spell slot.
+
+ Eldritch Invocation: Eldritch Smite (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level, Pact of the Blade feature
+
+ Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
+ If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Claw of Acamar, Curse Bringer, Mace of Dispater, Moon Bow
+ Eldritch Invocation: Eldritch SpearWarlock Eldritch Invocation
@@ -2414,69 +2303,108 @@
Warlock Eldritch InvocationYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
-
- Eldritch Invocation: Frost Lance (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron, eldritch blast cantrip
-
- You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
-
-
- Eldritch Invocation: Gaze of Khirad (UA)
- Warlock Eldritch Invocation
- Prerequisite: 7th level, the Great Old One patron
-
- You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
-
-
+
+ Eldritch Invocation: Frost Lance (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ Eldritch Invocation: Gaze of Two MindsWarlock Eldritch InvocationYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
-
- Eldritch Invocation: Grasp of Hadar (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Great Old One patron, eldritch blast cantrip
-
- Once during your turn when you hit a creature with your eldritch blast cantrip, you can move
- that creature in a straight line 10 feet closer to yourself.
-
-
- Eldritch Invocation: Green Lord’s Gift (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
-
-
- Eldritch Invocation: Improved Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
- Eldritch Invocation: Kiss of Mephistopheles (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
-
- You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
-
-
+
+ Eldritch Invocation: Ghostly Gaze (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Gaze of Khirad
+
+
+ Eldritch Invocation: Gift of the Depths (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ You can breathe underwater, and you gain a swimming speed equal to your walking speed.
+ You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was called Sea Twins’ Gift
+
+
+ Eldritch Invocation: Gift of the Ever-Living Ones (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Chain
+
+ Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Green Lord’s Gift
+
+
+ Eldritch Invocation: Grasp of Hadar (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: eldritch blast cantrip
+
+ Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Improved Pact Weapon (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Pact of the Blade feature
+
+ You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
+ In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Kiss of Mephistopheles (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level, eldritch blast cantrip
+
+ When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ Eldritch Invocation: LifedrinkerWarlock Eldritch InvocationPrerequisite: 12th level, Pact of the Blade featureWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
-
- Eldritch Invocation: Mace of Dispater (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron, Pact of the Blade feature
-
- When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
-
-
+
+ Eldritch Invocation: Mace of Dispater (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Fiend patron, Pact of the Blade feature
+
+ When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+
+ Eldritch Invocation: Maddening Hex (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was split between Burning Hex and Chilling Hex
+
+ Eldritch Invocation: Mask of Many FacesWarlock Eldritch InvocationYou can cast disguise self at will, without expending a spell slot.
@@ -2507,14 +2435,17 @@
Warlock Eldritch InvocationYou can cast silent image at will, without expending a spell slot or material components.
-
- Eldritch Invocation: Moon Bow (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron, Pact of the Blade feature
-
- You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
-
-
+
+ Eldritch Invocation: Moon Bow (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Archfey patron, Pact of the Blade feature
+
+ You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, in favor of Eldritch Smite
+
+ Eldritch Invocation: One with ShadowsWarlock Eldritch InvocationPrerequisite: 5th level
@@ -2528,28 +2459,26 @@
You can cast jump on yourself at will, without expending a spell slot or material components.
-
- Eldritch Invocation: Path of the Seeker (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Seeker patron
-
- The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
-
-
- Eldritch Invocation: Raven Queen’s Blessing (UA)
- Warlock Eldritch Invocation
- Prerequisite: Raven Queen patron, eldritch blast cantrip
-
- When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
-
-
- Eldritch Invocation: Relentless Hex (UA)
- Warlock Eldritch Invocation
- Prerequisite: 5th level, the Hexblade patron
-
- Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
-
-
+
+ Eldritch Invocation: Raven Queen’s Blessing (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: Raven Queen patron, eldritch blast cantrip
+
+ When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Relentless Hex (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+ Eldritch Invocation: Repelling BlastWarlock Eldritch InvocationPrerequisite: eldritch blast cantrip
@@ -2563,43 +2492,34 @@
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
-
- Eldritch Invocation: Sea Twins’ Gift (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Archfey patron
-
- The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
- You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
-
-
- Eldritch Invocation: Seeker’s Speech (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Seeker patron
-
- Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
-
-
- Eldritch Invocation: Shroud of Ulban (UA)
- Warlock Eldritch Invocation
- Prerequisite: 18th level, the Great Old One patron
-
- The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
-
-
+
+ Eldritch Invocation: Seeker’s Speech (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: The Seeker patron
+
+ Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Warlock & Wizard, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This was deprecated in Unearthed Arcana: Revised Class Options, without replacement
+
+
+ Eldritch Invocation: Shroud of Shadow (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 15th level
+
+ You can cast invisibility at will, without expending a spell slot.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Shroud of Ulban.
+
+ Eldritch Invocation: Signs of Ill OmenWarlock Eldritch InvocationPrerequisite: 5th levelYou can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
-
- Eldritch Invocation: Superior Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 9th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
+ Eldritch Invocation: Thief of Five FatesWarlock Eldritch InvocationYou can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
@@ -2611,22 +2531,27 @@
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
-
- Eldritch Invocation: Tomb of Levistus (UA)
- Warlock Eldritch Invocation
- Prerequisite: The Fiend patron
-
- As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
- Once you use this invocation, you can’t use it again until you finish a short or long rest.
-
-
- Eldritch Invocation: Ultimate Pact Weapon (UA)
- Warlock Eldritch Invocation
- Prerequisite: 15th level, Pact of the Blade feature
-
- Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
-
-
+
+ Eldritch Invocation: Tomb of Levistus (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 5th level
+
+ As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
+ Once you use this invocation, you can’t use it again until you finish a short or long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+
+
+ Eldritch Invocation: Trickster’s Escape (UA)
+ Warlock Eldritch Invocation
+ Prerequisite: 7th level
+
+ You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
+
+ This Eldritch Invocation is from Unearthed Arcana: Revised Class Options, and as such may not be allowed in your game. Consult your DM before choosing this option.
+ This had an earlier version included in Unearthed Arcana: Warlock & Wizard, where it was patron-based and called Path of the Seeker.
+
+ Eldritch Invocation: Visions of Distant RealmsWarlock Eldritch InvocationPrerequisite: 15th level
@@ -2655,8 +2580,20 @@
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -2693,11 +2630,4 @@
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/Spells/PHB Spells.xml b/Spells/PHB Spells.xml
index 5a73f367..2f60e784 100644
--- a/Spells/PHB Spells.xml
+++ b/Spells/PHB Spells.xml
@@ -1518,7 +1518,7 @@
V, SConcentration, up to 10 minutesCleric, Paladin
- For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
+ For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic
@@ -4325,7 +4325,7 @@
V, S1 hourArtificer, Cleric, Druid, Paladin, Ranger
- You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
+ You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
diff --git a/Templates.xml b/Templates.xml
index e3eb9559..908fb38b 100644
--- a/Templates.xml
+++ b/Templates.xml
@@ -9,7 +9,8 @@
ABC [+/-]##
-
+
+Intelligence, Acrobatics
@@ -231,10 +232,227 @@
-
-
+
+
+
+
+
+ 22
+
+
+
+
+ Color Spray
+ 1
+ 6
+ 1
+
+ Self (15 foot cone)
+ V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
+ 1 round
+ A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15 foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
+ Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
+ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
+ Sorcerer
+ Wizard
+
+
+
+
+
+ Piton
+ 0.25
+
+
+
+
+ Hammer of Thunderbolts
+ legendary
+ ...
+ 5
+ 10
+ 1
+ 2d6
+ 1
+ 260
+
+
+
+
+
+ Rock Gnome
+ 5
+ 1
+ 25
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+
+
+ 1
+ 5
+ 2
+
+
+
+
+ Darkness
+ 2
+ 5
+
+ 60 feet
+ V, M (bat fur and a drop of pitch or piece of coal)
+ Concentration, up to 10 minutes
+ Magical darkness spreads from a point you choose within range to fill a 15 foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
+ If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
+ Sorcerer
+ Warlock
+ Wizard
+
+
+
+
+
+
+ 2611
+ Cleric
+ 2
+ 4
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,
+ 4
+ 5
+
+
+
+ 2
+ 3,2,0,0,0,0,0,0,0,0,
+
+
+
+ 1
+ Life Domain: Bonus Proficiency
+ When you choose this domain at 1st level, you gain proficiency with heavy armor.
+
+
+
+
+ 2
+
+
+
+
+
+ Acolyte
+
+
+
+ Languages
+ Two of your choice
+
+
+ Shelter of the Faithful
+ As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
+ You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
+
+ 114
+ 106
+
+
+
+
+
+ Grappler
+ Strength 13 or higher
+ You’ve developed the skills necessary to hold your own in close quarters grappling. You gain the following benefits:
+• You have advantage on attack rolls against a creature you are grappling.
+• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
+
+
+
+
+
+
+
+
+
+ 1
+ Steam Mephit
+ 1
+ elemental
+ neutral evil21
+ 1
+ 30 ft., fly 30 ft.5,11,10,11,10,12,
+ fire, poison
+ poisoned
+ darkvision 60 ft.
+ Aquan, Ignan
+ -1
+
+
+
+ Death Burst
+ When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
+
+
+
+ Death Burst
+ 1d8
+
+
+
+ Innate Spellcasting (1/Day)
+ The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
+
+
+ Claws
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
+
+ Claws
+ 2
+ 2d4
+
+
+
+ Steam Breath (Recharge 6)
+ The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
+
+
+ Variant: Summon Mephits (1/Day)
+ The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
+
+
+
+
+
+ ...
+ ...
+ ...
+ 0
+ 10,10,10,10,10,10,
+
+
+
+ ...
+
+
+ Storage
+
+ Copper (cp)
+ bar
+ 15
+ 10
+ 0.02
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Unearthed Arcana/Artificer UA.xml b/Unearthed Arcana/Artificer UA.xml
index d5bb6653..63e66eef 100644
--- a/Unearthed Arcana/Artificer UA.xml
+++ b/Unearthed Arcana/Artificer UA.xml
@@ -1,1204 +1,7 @@
-
- Artificer
- 1d8
- Constitution, Intelligence
- Intelligence
- 0,2,0,0,0
- 0,3,0,0,0
- 0,3,0,0,0
- 0,3,0,0,0
- 0,4,2,0,0
- 0,4,2,0,0
- 0,4,2,0,0
- 0,4,3,0,0
- 0,4,3,0,0
- 0,4,3,0,0
- 0,4,3,2,0
- 0,4,3,2,0
- 0,4,3,2,0
- 0,4,3,3,0
- 0,4,3,3,0
- 0,4,3,3,0
- 0,4,3,3,1
- 0,4,3,3,1
-
-
- Starting Proficiencies
- You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: Light and medium armor
- Weapons: Simple weapons
- Tools: Thieves’ tools, two other tools of your choice
- Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
-
-
- Starting Equipment
- You start with the following equipment, in addition to the equipment granted by your background:
- • (a) a handaxe and a light hammer or (b) any two simple weapons
- • a light crossbow and 20 bolts
- • (a) scale mail or (b) studded leather armor
- • thieves’ tools and a dungeoneer’s pack
-
-
- Magic Item Analysis
- Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.
-
-
- Artificer Specialist
- At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.
-
-
- Artificer Specialist: Alchemist
- An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.
-
-
- Alchemist: Alchemist's Satchel
- At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.
-
-
- Alchemist: Alchemical Formula
- At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. To use any of these options, your Alchemist’s Satchel must be within reach. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
-
-
- Alchemical Formula: Alchemical Fire
- As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
-
-
- Alchemical Formula: Alchemical Acid
- As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
-
-
- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
-
-
- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
-
-
- Artificer Specialist: Gunsmith
- A master of engineering, you forge a firearm powered by a combination of science and magic.
-
-
- Gunsmith: Master Smith
- When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.
-
-
- Gunsmith: Thunder Cannon
- At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
-
-
- Gunsmith: Arcane Magazine
- At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
-
-
-
-
- Tool Expertise
- Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
-
-
- Wondrous Invention
- At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.
- 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones
- 5th Level: alchemy jug, helm of comprehending, languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
- 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack
- 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
- 20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying
-
-
-
-
- Spellcasting
- As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
- Spell Slots
- The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.
- Spellcasting Ability
- Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
- Spellcasting Focus
- You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options.
-
-
- Alchemist: Additional Alchemical Formula
- At 3rd level, you learn an additional formula of your choice.
-
-
- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
-
-
- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
-
-
- Gunsmith: Thunder Monger
- At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
-
-
-
-
- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
-
-
- Infuse Magic
- Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effect's occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
- Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
- When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
-
-
-
-
- Superior Attunement
- At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.
-
-
- Additional Wondrous Invention
- At 5th level, you gain the use of another magic item that you have crafted. Choose an item from the list of Wondrous Invention items of 5th level or lower.
-
-
-
-
- Mechanical Servant
- At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.
- Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
- • It is a construct instead of a beast.
- • It can’t be charmed.
- • It is immune to poison damage and the poisoned condition.
- • It gains darkvision with a range of 60 feet if it doesn’t have it already.
- • It understands the languages you can speak when you create it, but it can’t speak.
- • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.
- The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
-
-
-
-
- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
-
-
-
-
- Alchemist: Additional Alchemical Formula
- At 9th level, you learn an additional formula of your choice.
-
-
- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
-
-
- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
-
-
- Gunsmith: Blast Wave
- Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
-
-
-
-
- Additional Wondrous Invention
- At 10th level, you gain the use of another magic item that you have crafted. Choose an item from the list of Wondrous Invention items of 10th level or lower.
-
-
-
-
- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
-
-
-
-
- Alchemist: Additional Alchemical Formula
- At 14th level, you learn an additional formula of your choice.
-
-
- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
-
-
- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
-
-
- Gunsmith: Piercing Round
- Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.
-
-
-
-
- Additional Wondrous Invention
- At 15th level, you gain the use of another magic item that you have crafted. Choose an item from the list of Wondrous Invention items of 15th level or lower.
-
-
- Superior Attunement
- At 15th level, you can attune to up to five magic items at a time.
-
-
-
-
- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
-
-
-
-
- Alchemist: Additional Alchemical Formula
- At 17th level, you learn an additional formula of your choice.
-
-
- Alchemical Formula: Healing Draught
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
-
-
- Alchemical Formula: Smoke Stick
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Swift Step Draught
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Tanglefoot Bag
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Alchemical Formula: Thunderstone
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
-
-
- Gunsmith: Explosive Round
- Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.
-
-
-
-
- Ability Score Improvement
- When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
-
-
-
-
- Additional Wondrous Invention
- At 20th level, you gain the use of another magic item that you have crafted. Choose an item from the list of Wondrous Invention items of 20th level or lower.
-
-
- Soul of Artifice
- At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
-
-
-
-
- Thunder Cannon (Gunsmith Weapon)
- R
- 1
- 2d6
- P
- A,2H,S
- 150/500
- Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
- Two-Handed: This weapon requires two hands to use.
- Special: Once fired, it must be reloaded as a bonus action.
-
-
- Arcane Magazine (Gunsmith Item)
- G
- 1
- An Arcane Magazine is a leather bag used to carry tools and ammunition for a Gunsmith's Thunder Cannon, which is capable of producing ammunition for the Thunder Cannon.
-
-
- Thunder Cannon Round (Gunsmith Item)
- A
- 1
- Ammunition for the Thunder Cannon.
-
-
- Alchemist's Satchel (Alchemist Item)
- G
- 1
- An Alchemist's Satchel is a magical bag of reagents that allows an Alchemist to create and use Alchemical Formulae.
-
-
- Alchemical Fire
- 0
- T
-
- Instantaneous
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
- 1d6
- 2d6
- 3d6
- 4d6
- 5d6
- 6d6
- 7d6
-
-
- Alchemical Acid
- 0
- T
-
- Instantaneous
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
- 1d6
- 2d6
- 3d6
- 4d6
- 5d6
- 6d6
- 7d6
- 8d6
- 9d6
- 10d6
-
-
- Healing Draught
- 0
- T
-
- Up to 1 hour
- Self
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
- 1d8
- 2d8
- 3d8
- 4d8
- 5d8
- 6d8
- 7d8
- 8d8
- 9d8
- 10d8
-
-
- Smoke Stick
- 0
- T
-
- 1 minute
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
-
-
- Swift Step Draught
- 0
- T
-
- Up to 1 minute
- Self
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
-
-
- Tanglefoot Bag
- 0
- T
-
- 1 minute
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
-
-
- Thunderstone
- 0
- T
-
- Instantaneous
- 30 feet
- M (Alchemist's Satchel)
- Artificer (Alchemist)
- As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
-
-
- Mending
- 0
- T
-
- Touch
- V, S, M (two lodestones)
- Instantaneous
- Bard, Cleric, Druid, Sorcerer, Wizard, Artificer (Gunsmith)
- This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
-
- This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
-
-
- Thunder Monger
- 0
- EV
-
- Instantaneous
- 150/500 feet
- M (Thunder Cannon)
- Artificer (Gunsmith)
- At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
- 1d6
- 2d6
- 3d6
- 4d6
- 5d6
- 6d6
- 7d6
- 8d6
- 9d6
-
-
- Blast Wave
- 0
- EV
-
- Instantaneous
- 15-foot cone
- M (Thunder Cannon)
- Artificer (Gunsmith)
- Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
- 2d6
- 3d6
- 4d6
-
-
- Piercing Round
- 0
- EV
-
- Instantaneous
- 30 by 5 feet line
- M (Thunder Cannon)
- Artificer (Gunsmith)
- Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.
- 4d6
- 6d6
-
-
- Explosive Round
- 0
- EV
-
- Instantaneous
- 150/500 feet
- M (Thunder Cannon)
- Artificer (Gunsmith)
- Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.
- 4d8
-
-
- Aid
- 2
- A
-
- 30 feet
- V, S, M (a tiny strip of white cloth)
- 8 hours
- Cleric, Paladin, Artificer
- Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
-
- At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
-
-
- Alarm
- 1
- A
- YES
-
- 30 feet
- V, S, M (a tiny bell and a piece of fine silver wire)
- 8 hours
- Ranger, Wizard, Fighter (Eldritch Knight), Artificer
- You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
-
- A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
-
- An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
-
-
- Alter Self
- 2
- T
-
- Self
- V, S
- Concentration, up to 1 hour
- Sorcerer, Wizard, Artificer
- You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
-
- Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
-
- Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
-
- Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon 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 you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
- 1d6+1
-
-
- Arcane Eye
- 4
- D
-
- 30 feet
- V, S, M (a bit of bat fur)
- Concentration, up to 1 hour
- Cleric (Arcana), Cleric (Knowledge), Wizard, Artificer
- You create an invisible, magical eye within range that hovers in the air for the duration.
-
- You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
-
- As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
-
-
- Arcane Lock
- 2
- A
-
- Touch
- V, S, M (gold dust worth at least 25 gp, which the spell consumes)
- Until dispelled
- Wizard, Fighter (Eldritch Knight), Artificer
- You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
-
- While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
-
-
- Blink
- 3
- T
-
- Self
- V, S
- 1 minute
- Cleric (Trickery), Sorcerer, Warlock (Archfey), Wizard, Artificer
- Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
-
- While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.
- d20
-
-
- Blur
- 2
- I
-
- Self
- V
- Concentration, up to 1 minute
- Druid (Desert), Sorcerer, Wizard, Rogue (Arcane Trickster), Artificer
- Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
-
-
- Continual Flame
- 2
- EV
-
- Touch
- V, S, M (ruby dust worth 50 gp, which the spell consumes)
- Until dispelled
- Cleric, Wizard, Fighter (Eldritch Knight), Artificer
- A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
-
-
- Cure Wounds
- 1
- EV
-
- Touch
- V, S
- Instantaneous
- Bard, Cleric, Cleric (Life), Druid, Paladin, Ranger, Artificer
- A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
-
- At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
- 1d8+SPELL
-
-
- Darkvision
- 2
- T
-
- Touch
- V, S, M (either a pinch of dried carrot or an agate)
- 8 hours
- Druid, Ranger, Sorcerer, Wizard, Artificer
- You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
-
-
- Death Ward
- 4
- A
-
- Touch
- V, S
- 8 hours
- Cleric, Cleric (Death), Cleric (Life), Paladin, Warlock (Undying), Artificer
- You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
-
-
- Detect Magic
- 1
- D
- YES
-
- Self
- V, S
- Concentration, up to 10 minutes
- Bard, Cleric, Cleric (Arcana), Druid, Paladin, Ranger, Sorcerer, Wizard, Artificer
- For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
-
- The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
-
-
- Disguise Self
- 1
- I
-
- Self
- V, S
- 1 hour
- Bard, Cleric (Trickery), Sorcerer, Wizard, Rogue (Arcane Trickster), Artificer
- You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
-
- 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 your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
-
- To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
-
-
- Enhance Ability
- 2
- T
-
- Touch
- V, S, M (fur or a feather from a beast)
- Concentration, up to 1 hour
- Bard, Cleric, Druid, Sorcerer, Artificer
- You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
-
- Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
-
- Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
-
- Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
-
- Eagle's Splendor: The target has advantage on Charisma checks.
-
- Fox's Cunning: The target has advantage on Intelligence checks.
-
- Owl's Wisdom: The target has advantage on Wisdom checks.
-
- At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
-
-
- Enlarge/Reduce
- 2
- T
-
- 30 feet
- V, S, M (a pinch of powdered iron)
- Concentration, up to 1 minute
- Sorcerer, Wizard, Artificer
- You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
-
- If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
-
- Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
-
- Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
-
-
- Expeditious Retreat
- 1
- T
-
- Self
- V, S
- Concentration, up to 10 minutes
- Sorcerer, Warlock, Wizard, Artificer
- This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
-
-
- Fabricate
- 4
- EV
-
- 120 feet
- V, S
- Instantaneous
- Wizard, Fighter (Eldritch Knight), Artificer
- You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
-
- Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
-
- Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
-
-
- False Life
- 1
- N
-
- Self
- V, S, M (a small amount of alcohol or distilled spirits)
- 1 hour
- Cleric (Death), Sorcerer, Warlock (Undying), Wizard, Artificer
- Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
-
- At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
- 1d4+4
-
-
- Fly
- 3
- T
-
- Touch
- V, S, M (a wing feather from any bird)
- Concentration, up to 10 minutes
- Sorcerer, Warlock, Wizard, Artificer
- You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
-
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
-
-
- Freedom of Movement
- 4
- A
-
- Touch
- V, S, M (a leather strap, bound around the arm or a similar appendage)
- 1 hour
- Bard, Cleric, Cleric (War), Druid, Druid (Arctic), Druid (Coast), Druid (Forest), Druid (Grassland), Druid (Swamp), Paladin (Devotion), Ranger, Artificer
- You touch a willing creature. 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 paralyzed or 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 grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
-
-
- Gaseous Form
- 3
- T
-
- Touch
- V, S, M (a bit of gauze and a wisp of smoke)
- Concentration, up to 1 hour
- Druid (Underdark), Sorcerer, Warlock, Wizard, Artificer
- 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 nonmagical 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.
-
- While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
-
-
- Glyph of Warding
- 3
- A
-
- Touch
- V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
- Until dispelled or triggered
- Bard, Cleric, Wizard, Fighter (Eldritch Knight), Artificer
- When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object 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 invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
-
- You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
-
- You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
-
- When you inscribe the glyph, choose explosive runes or a spell glyph.
-
- Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
-
- Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
-
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
- 5d8
-
-
- Haste
- 3
- T
-
- 30 feet
- V, S, M (a shaving of licorice root)
- Concentration, up to 1 minute
- Druid (Grassland), Paladin (Vengeance), Sorcerer, Wizard, Artificer
- Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
-
- When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
-
-
- Identify
- 1
- D
- YES
-
- Touch
- V, S, M (a pearl worth at least 100 gp and an owl feather)
- Instantaneous
- Bard, Cleric (Knowledge), Wizard, Artificer
- You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
-
- If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
-
-
- Invisibility
- 2
- I
-
- Touch
- V, S, M (an eyelash encased in gum arabic)
- Concentration, up to 1 hour
- Bard, Druid (Grassland), Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster), Artificer
- A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
-
- At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
-
-
- Jump
- 1
- T
-
- Touch
- V, S, M (a grasshopper's hind leg)
- 1 minute
- Druid, Ranger, Sorcerer, Wizard, Artificer
- You touch a creature. The creature's jump distance is tripled until the spell ends.
-
-
- Leomund's Secret Chest
- 4
- C
-
- Touch
- V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
- Instantaneous
- Cleric (Arcana), Wizard, Artificer
- You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
-
- While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
-
- 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, it is irretrievably lost.
- d10
-
-
- Lesser Restoration
- 2
- A
-
- Touch
- V, S
- Instantaneous
- Bard, Cleric, Cleric (Life), Druid, Paladin, Paladin (Devotion), Ranger, Artificer
- You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
-
-
- Levitate
- 2
- T
-
- 60 feet
- V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
- Concentration, up to 10 minutes
- Sorcerer, Wizard, Artificer
- One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
-
- The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
-
- When the spell ends, the target floats gently to the ground if it is still aloft.
-
-
- Longstrider
- 1
- T
-
- Touch
- V, S, M (a pinch of dirt)
- 1 hour
- Bard, Druid, Ranger, Wizard, Artificer
- You touch a creature. The target's speed increases by 10 feet until the spell ends.
-
- At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
-
-
- Magic Weapon
- 2
- T
-
- Touch
- V, S
- Concentration, up to 1 hour
- Cleric (Arcana), Cleric (War), Paladin, Wizard, Artificer
- You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
-
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
-
-
- Mordenkainen's Faithful Hound
- 4
- C
-
- 30 feet
- V, S, M (a tiny silver whistle, a piece of bone, and a thread)
- 8 hours
- Wizard, Artificer
- 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 100 feet away from it.
-
- The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
-
- At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
- 4d8
- SPELL+PROF
-
-
- Mordenkainen's Private Sanctum
- 4
- A
-
- 120 feet
- V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
- 24 hours
- Wizard, Fighter (Eldritch Knight), Artificer
- You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
-
- When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties.
-
- • Sound can't pass through the barrier at the edge of the warded area.
-
- • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
-
- • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
-
- • Creatures in the area can't be targeted by divination spells.
-
- • Nothing can teleport into or out of the warded area.
-
- • Planar travel is blocked within the warded area.
-
- Casting this spell on the same spot every day for a year makes this effect permanent.
-
- At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
-
-
- Otiluke's Resilient Sphere
- 4
- EV
-
- 30 feet
- V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
- Concentration, up to 1 minute
- Wizard, Fighter (Eldritch Knight), Artificer
- A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
-
- Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
-
- The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
-
- A disintegrate spell targeting the globe destroys it without harming anything inside it.
-
-
- Protection from Energy
- 3
- A
-
- Touch
- V, S
- Concentration, up to 1 hour
- Cleric, Druid, Druid (Desert), Paladin (Ancients), Paladin (Vengeance), Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Artificer
- For the duration, the willing creature you touch has resistance to one damage type of your choice - acid, cold, fire, lightning, or thunder.
-
-
- Protection from Poison
- 2
- A
-
- Touch
- V, S
- 1 hour
- Cleric, Druid, Paladin, Ranger, Artificer
- You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
-
- For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
-
-
- Revivify
- 3
- N
-
- Touch
- V, S, M (diamonds worth 300 gp, which the spell consumes)
- Instantaneous
- Cleric, Cleric (Life), Paladin, Artificer
- You touch a creature that has died within the last minute. 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.
-
-
- Rope Trick
- 2
- T
-
- Touch
- V, S, M (powdered corn extract and a twisted loop of parchment)
- 1 hour
- Wizard, Artificer
- You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
-
- The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
-
- Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
-
- Anything inside the extradimensional space drops out when the spell ends.
-
-
- Sanctuary
- 1
- A
-
- 30 feet
- V, S, M (a small silver mirror)
- 1 minute
- Cleric, Paladin (Devotion), Artificer
- You ward a creature within range against attack. 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 fireball.
-
- If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
-
-
- See Invisibility
- 2
- D
-
- Self
- V, S, M (A pinch of Talc and a small sprinkling of powdered silver)
- 1 hour
- Bard, Sorcerer, Wizard, Artificer
- For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
-
-
- Shield of Faith
- 1
- A
-
- 60 feet
- V, S, M (a small parchment with a bit of holy text written on it)
- Concentration, up to 10 minutes
- Cleric, Cleric (War), Paladin, Artificer
- A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
-
-
- Spider Climb
- 2
- T
-
- Touch
- V, S, M (a drop of bitumen and a spider)
- Concentration, up to 1 hour
- Druid (Forest), Druid (Mountain), Druid (Underdark), Sorcerer, Warlock, Wizard, Artificer
- Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
-
-
- Stone Shape
- 4
- T
-
- Touch
- V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
- Instantaneous
- Cleric, Druid, Druid (Mountain), Druid (Underdark), Wizard, Artificer
- You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
-
-
- Stoneskin
- 4
- A
-
- Touch
- V, S, M (diamond dust worth 100 gp, which the spell consumes)
- Concentration, up to 1 hour
- Cleric (War), Druid, Druid (Mountain), Paladin (Ancients), Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Artificer
- This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
-
-
- Water Breathing
- 3
- T
- YES
-
- 30 feet
- V, S, M (a short reed or piece of straw)
- 24 hours
- Druid, Druid (Coast), Ranger, Sorcerer, Wizard, Artificer
- This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
-
-
- Water Walk
- 3
- T
- YES
-
- 30 feet
- V, S, M (a piece of cork)
- 1 hour
- Cleric, Druid, Druid (Coast), Druid (Swamp), Ranger, Sorcerer, Artificer
- This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
-
- If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
-
+
Bag of HoldingW
diff --git a/Unearthed Arcana/Futuristic Items.xml b/Unearthed Arcana/Futuristic Items.xml
index 7ba8b154..c89cfaf2 100644
--- a/Unearthed Arcana/Futuristic Items.xml
+++ b/Unearthed Arcana/Futuristic Items.xml
@@ -1,6 +1,6 @@
-
-
+
+ Energy CellA0.31
@@ -8,7 +8,7 @@
Source: Dungeon Master's Guide, page 267
-
+ Energy Cell +1A0.31
@@ -19,7 +19,7 @@
ranged attacks +1ranged damage +1
-
+ Energy Cell +2A0.31
@@ -30,7 +30,7 @@
ranged attacks +2ranged damage +2
-
+ Energy Cell +3A0.31
@@ -41,7 +41,7 @@
ranged attacks +3ranged damage +3
-
+ Energy Cell of SlayingA0.31
@@ -51,7 +51,7 @@
Source: Dungeon Master's Guide, page 1526d10
-
+ Antimatter RifleR10
@@ -69,7 +69,7 @@
Source: Dungeon Master's Guide, page 267
-
+ Antimatter Rifle +1R10
@@ -90,7 +90,7 @@
ranged attacks +1ranged damage +1
-
+ Antimatter Rifle +2R10
@@ -111,7 +111,7 @@
ranged attacks +2ranged damage +2
-
+ Antimatter Rifle +3R10
@@ -132,7 +132,7 @@
ranged attacks +3ranged damage +3
-
+ Antimatter Rifle of WarningR10
@@ -153,7 +153,7 @@
Source: Dungeon Master's Guide, page 213
-
+ Laser PistolR2
@@ -169,7 +169,7 @@
Source: Dungeon Master's Guide, page 267
-
+ Laser Pistol +1R2
@@ -188,7 +188,7 @@
ranged attacks +1ranged damage +1
-
+ Laser Pistol +2R2
@@ -207,7 +207,7 @@
ranged attacks +2ranged damage +2
-
+ Laser Pistol +3R2
@@ -226,7 +226,7 @@
ranged attacks +3ranged damage +3
-
+ Laser Pistol of WarningR2
@@ -245,7 +245,7 @@
Source: Dungeon Master's Guide, page 213
-
+ Laser RifleR7
@@ -263,7 +263,7 @@
Source: Dungeon Master's Guide, page 267
-
+ Laser Rifle +1R7
@@ -284,7 +284,7 @@
ranged attacks +1ranged damage +1
-
+ Laser Rifle +2R7
@@ -305,7 +305,7 @@
ranged attacks +2ranged damage +2
-
+ Laser Rifle +3R7
@@ -326,7 +326,7 @@
ranged attacks +3ranged damage +3
-
+ Laser Rifle of WarningR7
@@ -347,7 +347,7 @@
Source: Dungeon Master's Guide, page 213
-
+ Vicious Antimatter RifleR10
@@ -366,7 +366,7 @@
Source: Dungeon Master's Guide, page 209
-
+ Vicious Laser PistolR2
@@ -383,7 +383,7 @@
Source: Dungeon Master's Guide, page 209
-
+ Vicious Laser RifleR7
diff --git a/Unearthed Arcana/Modern Items.xml b/Unearthed Arcana/Modern Items.xml
index 8e978582..35d5080e 100644
--- a/Unearthed Arcana/Modern Items.xml
+++ b/Unearthed Arcana/Modern Items.xml
@@ -1,6 +1,6 @@
-
-
+
+ Bullets (Modern)A0.1
@@ -8,7 +8,7 @@
Source: Dungeon Master's Guide, page 267
-
+ Dynamite (Stick)G1
@@ -20,7 +20,7 @@
Source: Dungeon Master's Guide, page 2673d6
-
+ Fragmentation GrenadeG1
@@ -31,7 +31,7 @@
Source: Dungeon Master's Guide, page 2675d6
-
+ Grenade LauncherG7
@@ -40,7 +40,7 @@
Source: Dungeon Master's Guide, page 267
-
+ Smoke GrenadeG2
@@ -50,7 +50,7 @@
Source: Dungeon Master's Guide, page 267
-
+ Forced Entry UnitHA20
@@ -61,7 +61,7 @@
Source: Behind the Screens: My New d20 Modern Campaign
-
+ Forced Entry Unit +1HA20
@@ -74,7 +74,7 @@
Source: Dungeon Master's Guide, page 152ac +1
-
+ Forced Entry Unit +2HA20
@@ -87,7 +87,7 @@
Source: Dungeon Master's Guide, page 152ac +2
-
+ Forced Entry Unit +3HA20
@@ -100,7 +100,7 @@
Source: Dungeon Master's Guide, page 152ac +3
-
+ Forced Entry Unit of Acid ResistanceHA20
@@ -114,7 +114,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Cold ResistanceHA20
@@ -128,7 +128,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Fire ResistanceHA20
@@ -142,7 +142,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Force ResistanceHA20
@@ -156,7 +156,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Lightning ResistanceHA20
@@ -170,7 +170,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Necrotic ResistanceHA20
@@ -184,7 +184,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Poison ResistanceHA20
@@ -198,7 +198,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Psychic ResistanceHA20
@@ -212,7 +212,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Radiant ResistanceHA20
@@ -226,7 +226,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Forced Entry Unit of Thunder ResistanceHA20
@@ -240,7 +240,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior ArmorHA10
@@ -251,7 +251,7 @@
Source: Behind the Screens: My New d20 Modern Campaign
-
+ Land Warrior Armor +1HA10
@@ -264,7 +264,7 @@
Source: Dungeon Master's Guide, page 152ac +1
-
+ Land Warrior Armor +2HA10
@@ -277,7 +277,7 @@
Source: Dungeon Master's Guide, page 152ac +2
-
+ Land Warrior Armor +3HA10
@@ -290,7 +290,7 @@
Source: Dungeon Master's Guide, page 152ac +3
-
+ Land Warrior Armor of Acid ResistanceHA10
@@ -304,7 +304,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Cold ResistanceHA10
@@ -318,7 +318,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Fire ResistanceHA10
@@ -332,7 +332,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Force ResistanceHA10
@@ -346,7 +346,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Lightning ResistanceHA10
@@ -360,7 +360,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Necrotic ResistanceHA10
@@ -374,7 +374,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Poison ResistanceHA10
@@ -388,7 +388,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Psychic ResistanceHA10
@@ -402,7 +402,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Radiant ResistanceHA10
@@ -416,7 +416,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Land Warrior Armor of Thunder ResistanceHA10
@@ -430,7 +430,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Mariner's Forced Entry UnitHA20
@@ -442,7 +442,7 @@
Source: Dungeon Master's Guide, page 181
-
+ Mariner's Land Warrior ArmorHA10
@@ -454,7 +454,7 @@
Source: Dungeon Master's Guide, page 181
-
+ Mariner's Special Response VestHA15
@@ -466,7 +466,7 @@
Source: Dungeon Master's Guide, page 181
-
+ Special Response VestHA15
@@ -477,7 +477,7 @@
Source: Behind the Screens: My New d20 Modern Campaign
-
+ Special Response Vest +1HA15
@@ -490,7 +490,7 @@
Source: Dungeon Master's Guide, page 152ac +1
-
+ Special Response Vest +2HA15
@@ -503,7 +503,7 @@
Source: Dungeon Master's Guide, page 152ac +2
-
+ Special Response Vest +3HA15
@@ -516,7 +516,7 @@
Source: Dungeon Master's Guide, page 152ac +3
-
+ Special Response Vest of Acid ResistanceHA15
@@ -530,7 +530,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Cold ResistanceHA15
@@ -544,7 +544,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Fire ResistanceHA15
@@ -558,7 +558,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Force ResistanceHA15
@@ -572,7 +572,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Lightning ResistanceHA15
@@ -586,7 +586,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Necrotic ResistanceHA15
@@ -600,7 +600,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Poison ResistanceHA15
@@ -614,7 +614,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Psychic ResistanceHA15
@@ -628,7 +628,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Radiant ResistanceHA15
@@ -642,7 +642,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Special Response Vest of Thunder ResistanceHA15
@@ -656,7 +656,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Heavy CoatLA6
@@ -666,7 +666,7 @@
Source: Behind the Screens: My New d20 Modern Campaign
-
+ Heavy Coat +1LA6
@@ -678,7 +678,7 @@
Source: Dungeon Master's Guide, page 152ac +1
-
+ Heavy Coat +2LA6
@@ -690,7 +690,7 @@
Source: Dungeon Master's Guide, page 152ac +2
-
+ Heavy Coat +3LA6
@@ -702,7 +702,7 @@
Source: Dungeon Master's Guide, page 152ac +3
-
+ Heavy Coat of Acid ResistanceLA6
@@ -715,7 +715,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Heavy Coat of Cold ResistanceLA6
@@ -728,7 +728,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Heavy Coat of Fire ResistanceLA6
@@ -741,7 +741,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Heavy Coat of Force ResistanceLA6
@@ -754,7 +754,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Heavy Coat of Lightning ResistanceLA6
@@ -767,7 +767,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Heavy Coat of Necrotic ResistanceLA6
@@ -780,7 +780,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Heavy Coat of Poison ResistanceLA6
@@ -793,7 +793,7 @@
Source: Dungeon Master's Guide, page 152
-
+ Heavy Coat of Psychic ResistanceLA6
@@ -806,7 +806,7 @@
Source: Dungeon Master's Guide, page 152
-
+