ű‹™Ľ]é         !items!V205AjE2jUwhXwrIöą{"_id":"V205AjE2jUwhXwrI","name":"Cleric","type":"class","system":{"advancement":{"zM1yult4yDkLDJ5h":{"configuration":{},"_id":"zM1yult4yDkLDJ5h","type":"Subclass","flags":{},"level":3,"hint":"","title":"Cleric Subclass"},"BdwGlecAsSCkdq7v":{"configuration":{},"_id":"BdwGlecAsSCkdq7v","type":"HitPoints","flags":{},"hint":""},"HQXZZ9vLhK2axGu5":{"configuration":{"identifier":"channel-divinity","type":"number","distance":{"units":""},"scale":{"2":{"value":2},"6":{"value":3},"18":{"value":4}}},"_id":"HQXZZ9vLhK2axGu5","type":"ScaleValue","flags":{},"hint":"","title":"Channel 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Known","icon":null},"0lTK37eBXzoH7qMz":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"0lTK37eBXzoH7qMz","type":"AbilityScoreImprovement","flags":{},"level":4,"hint":"","title":"Ability Score Improvement"},"T0uJ5eHaYLEz7MV9":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"T0uJ5eHaYLEz7MV9","type":"AbilityScoreImprovement","flags":{},"level":8,"hint":"","title":"8: Ability Score Improvement"},"zfBOTQNKHsWO80pY":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"zfBOTQNKHsWO80pY","type":"AbilityScoreImprovement","flags":{},"level":12,"hint":"","title":"12: Ability Score Improvement"},"IE0hwEHCs6bX2Tkm":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"IE0hwEHCs6bX2Tkm","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement"},"cDqXfhNDmXbYfyTx":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"cDqXfhNDmXbYfyTx","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Miraculous Priest of Divine Power</em></span></p>\n<p>Clerics can reach out to the divine magic of the Outer Planes and channel it to bolster people and battle foes.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Cleric Traits</b></p>\n<p id=\"AsaLevel1CharacterCleric\" class=\"compendium-hr\">As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Cleric Traits table.</li>\n<li>Gain the Clericâ€™s level 1 features, which are listed in the Cleric Features table.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Cleric Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Cleric level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Wisdom and Charisma</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[med]{Medicine}, &amp;Reference[per]{Persuasion}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light and Medium armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Chain Shirt, Shield, Mace, Holy Symbol, Priestâ€™s Pack, and 7 GP; or (B) 110 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.3ZrnpQUTmisKz9eN]{Level 1: Spellcasting}</b></p>\n<p>You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list.</p>\n<p><strong><em>Cantrips.</em></strong> You know three cantrips of your choice from the Cleric spell list.</p>\n<p>Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.</p>\n<p>When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.</p>\n<p><strong><em>Spell Slots.</em></strong> The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list.</p>\n<p>The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.</p>\n<p>If another Cleric feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Cleric spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.G3IX4Eu7lSHfKtui]{Level 1: Divine Order}</b></p>\n<p>You have dedicated yourself to one of the following sacred roles of your choice.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ra74ybcSMD0B0FRT]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.oeOumCUOC3PzBAVz]{Level 2: Channel Divinity}</b></p>\n<p>You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this classâ€™s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.</p>\n<p>You can use this classâ€™s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.</p>\n<p>If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this classâ€™s Spellcasting feature.</p>\n<p><strong><em>Divine Spark.</em></strong> As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a [[/save con format=long]]. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).</p>\n<p>You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).</p>\n<p><strong><em>Turn Undead.</em></strong> As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a [[/save wis format=long]]. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.</p>\n\n<p><b>Level 3: Cleric Subclass</b></p>\n<p>You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Cleric level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.aDqhPSrLPBv3QBEn]{Level 5: Sear Undead}</b></p>\n<p>Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the rollâ€™s total. This damage doesnâ€™t end the turn effect.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.PYhZ8vG7UGxoU0au]{Level 7: Blessed Strikes}</b></p>\n<p>Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).</p>\n<p><strong><em>Divine Strike.</em></strong> Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).</p>\n<p><strong><em>Potent Spellcasting.</em></strong> Add your Wisdom modifier to the damage you deal with any Cleric cantrip.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.DzfDq8v69zguPSFV]{Level 10: Divine Intervention}</b></p>\n<p>You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesnâ€™t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You canâ€™t use this feature again until you finish a Long Rest.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric level 16.</p>\n\n<p><b>Level 14: Improved Blessed Strikes</b></p>\n<p>The option you chose for Blessed Strikes grows more powerful.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.OtSDn3i2ZuAH4im5]{Level 20: Greater Divine Intervention}</b></p>\n<p>You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you canâ€™t use Divine Intervention again until you finish 2d4 Long Rests.</p>\n\n\n</div>","chat":""},"identifier":"cleric","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024"},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"hRVywVtYMIyj47LI","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmChainShirt","requiresProficiency":false,"_id":"bGGpwQNPkEm90Aak","group":"hRVywVtYMIyj47LI","sort":200000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmShield0000","requiresProficiency":false,"_id":"XN2TO8Ned2z0tGU1","group":"hRVywVtYMIyj47LI","sort":300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepMace000000","requiresProficiency":false,"_id":"2TqR6FTmfE5pF3uU","group":"hRVywVtYMIyj47LI","sort":400000},{"type":"focus","count":null,"key":"holy","requiresProficiency":false,"_id":"DJWicB3geFrbTgwZ","group":"hRVywVtYMIyj47LI","sort":500000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagPriestsPack","requiresProficiency":false,"_id":"svexQM2NoMbtszQz","group":"hRVywVtYMIyj47LI","sort":600000},{"type":"currency","count":7,"key":"gp","requiresProficiency":false,"_id":"SM5Tru74IHIrgmjJ","group":"hRVywVtYMIyj47LI","sort":700000}],"hd":{"denomination":"d8","spent":0},"levels":1,"primaryAbility":{"value":["wis"],"all":false},"properties":[],"spellcasting":{"progression":"full","ability":"wis","preparation":{"formula":"@scale.cleric.max-prepared"}}},"flags":{"ddbimporter":{"class":"Cleric","id":230079607,"classDefinitionId":2190877,"definitionId":2190877,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/780/638607457552642121.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":1,"spellCastingAbility":"wis"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/life/ankh-gold-blue.webp","folder":"KJoL8vWzvbwdAMbN","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778584818594,"modifiedTime":1778586199031,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}_€
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Improvement","value":{}},"IE0hwEHCs6bX2Tkm":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"IE0hwEHCs6bX2Tkm","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement","value":{}},"cDqXfhNDmXbYfyTx":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"cDqXfhNDmXbYfyTx","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Miraculous Priest of Divine Power</em></span></p>\n<p>Clerics can reach out to the divine magic of the Outer Planes and channel it to bolster people and battle foes.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Cleric Traits</b></p>\n<p id=\"AsaLevel1CharacterCleric\" class=\"compendium-hr\">As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Cleric Traits table.</li>\n<li>Gain the Clericâ€™s level 1 features, which are listed in the Cleric Features table.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Cleric Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Cleric level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Wisdom and Charisma</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[med]{Medicine}, &amp;Reference[per]{Persuasion}, or &amp;Reference[rel]{ReligioţQk<n}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light and Medium armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Chain Shirt, Shield, Mace, Holy Symbol, Priestâ€™s Pack, and 7 GP; or (B) 110 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.3ZrnpQUTmisKz9eN]{Level 1: Spellcasting}</b></p>\n<p>You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list.</p>\n<p><strong><em>Cantrips.</em></strong> You know three cantrips of your choice from the Cleric spell list.</p>\n<p>Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.</p>\n<p>When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.</p>\n<p><strong><em>Spell Slots.</em></strong> The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list.</p>\n<p>The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.</p>\n<p>If another Cleric feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Cleric spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.G3IX4Eu7lSHfKtui]{Level 1: Divine Order}</b></p>\n<p>You have dedicated yourself to one of the following sacred roles of your choice.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ra74ybcSMD0B0FRT]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.oeOumCUOC3PzBAVz]{Level 2: Channel Divinity}</b></p>\n<p>You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this classâ€™s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.</p>\n<p>You can use this classâ€™s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.</p>\n<p>If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this classâ€™s Spellcasting feature.</p>\n<p><strong><em>Divine Spark.</em></strong> As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a [[/save con format=long]]. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).</p>\n<p>You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).</p>\n<p><strong><em>Turn Undead.</em></strong> As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a [[/save wis format=long]]. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.</p>\n\n<p><b>Level 3: Cleric Subclass</b></p>\n<p>You gain a Cleric subclass of your choice. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Cleric level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.aDqhPSrLPBv3QBEn]{Level 5: Sear Undead}</b></p>\n<p>Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the rollâ€™s total. This damage doesnâ€™t end the turn effect.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.PYhZ8vG7UGxoU0au]{Level 7: Blessed Strikes}</b></p>\n<p>Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).</p>\n<p><strong><em>Divine Strike.</em></strong> Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).</p>\n<p><strong><em>Potent Spellcasting.</em></strong> Add your Wisdom modifier to the damage you deal with any Cleric cantrip.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.DzfDq8v69zguPSFV]{Level 10: Divine Intervention}</b></p>\n<p>You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesnâ€™t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You canâ€™t use this feature again until you finish a Long Rest.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric level 16.</p>\n\n<p><b>Level 14: Improved Blessed Strikes</b></p>\n<p>The option you chose for Blessed Strikes grows more powerful.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.OtSDn3i2ZuAH4im5]{Level 20: Greater Divine Intervention}</b></p>\n<p>You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you canâ€™t use Divine Intervention again until you finish 2d4 Long Rests.</p>\n\n\n</div>","chat":""},"identifier":"cleric","source":{"book":"PHB 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Spells","value":{}},"ylCroNPbdnArhT3I":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.HeatMetal14IIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.ProtecFromPois14","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":0,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"ylCroNPbdnArhT3I","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Festus Domain Spells","value":{}},"lZZYGZsqnLy3uZPj":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.CreatFooAndWat14","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.StinkinCloud14II","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":0,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"lZZYGZsqnLy3uZPj","type":"ItemGrant","flags":{},"level":5,"hint":"","title":"Festus Domain Spells","value":{}},"Zok4ZAqlvimjF8bT":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Blight14IIIIIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.ControlWater14II","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":0,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"Zok4ZAqlvimjF8bT","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Festus Domain Spells","value":{}},"6bKCoxqGPH7TIlRB":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Cloudkill14IIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Contagion14IIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":0,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"6bKCoxqGPH7TIlRB","type":"ItemGrant","flags":{},"level":9,"hint":"","title":"Festus Domain Spells","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Miraculous Priest of Divine Power</em></span></p>\n<p>Clerics can reach out to the divine magic of the Outer Planes and channel it to bolster people and battle foes.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 3: Bonus Proficiencies</b></p>\n<p>When you choose this domain at 3rd level, you gain proficiency with heavy armor, martial weapons, brewerâ€™s supplies, and cookâ€™s utensils.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.SbzCCeNuEHPvwJKW]{Level 3: Table-Turner}</b></p>\n<p>At 3rd level, you can cause an attackerâ€™s own body to turn against itself. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a [[/save con format=long]] against your cleric spell save DC. On a failed save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison damage and isnâ€™t poisoned.</p>\n<p>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YqUiqFWnWMlNwQ7K]{Level 3: Channel Divinity: Create Healing Draft}</b></p>\n<p>Starting at 3rd level, you can use your Channel Divinity as an action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a bonus action to drink this potion regains a number of hit points equal to 2d6 + your cleric level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a short or long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FYkVrQmylE0lc5sH]{Level 3: Festus Domain Spells}</b></p>\n<p>Through your passion and devotion, you see mealtime as a joyous way to worship the magic of food and your chosen deity. You are a capable chef with an appreciation of all food, both good and bad. You know that a foul meal can turn even the most veteran of stomachs against themselves, and have learned to harness this power for yourself. Like food, most people will like you at your best, but everyone will fear you at your worst.</p>\n<div class=\"table-overflow-wrapper\">\n<table class=\"table-compendium table--left-col2\" data-content-chunk-id=\"ca218a3d-3d32-4e40-ba04-ca7479d0fced\"><caption>\n<h5 id=\"FestusDomainSpellsTable\" class=\"compendium-hr quick-menu-exclude heading-anchor\">Festus Domain Spells</h5>\n</caption>\n<thead>\n<tr>\n<th class=\"table-column-width--20pct\">Cleric Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2618952-goodberry\" data-tooltip-href=\"//www.dndbeyond.com/spells/2618952-tooltip?disable-webm=1&amp;disable-webm=1\">goodberry</a>, <a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2618917-purify-food-and-drink\" data-tooltip-href=\"//www.dndbeyond.com/spells/2618917-tooltip?disable-webm=1&amp;disable-webm=1\">purify food and drink</a></td>\n</tr>\n<tr>\n<td>3rd</td>\n<td><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2619145-heat-metal\" data-tooltip-href=\"//www.dndbeyond.com/spells/2619145-tooltip?disable-webm=1&amp;disable-webm=1\">heat metal</a>, <a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2618915-protection-from-poison\" data-tooltip-href=\"//www.dndbeyond.com/spells/2618915-tooltip?disable-webm=1&amp;disable-webm=1\">protection from poison</a></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2619073-create-food-and-water\" data-tooltip-href=\"//www.dndbeyond.com/spells/2619073-tooltip?disable-webm=1&amp;disable-webm=1\">create food and water</a>, <a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2619091-stinking-cloud\" data-tooltip-href=\"//www.dndbeyond.com/spells/2619091-tooltip?disable-webm=1&amp;disable-webm=1\">stinking cloud</a></td>\n</tr>\n<tr>\n<td>7th</td>\n<td><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2618934-blight\" data-tooltip-href=\"//www.dndbeyond.com/spells/2618934-tooltip?disable-webm=1&amp;disable-webm=1\">blight</a>, <a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2619070-control-water\" data-tooltip-href=\"//www.dndbeyond.com/spells/2619070-tooltip?disable-webm=1&amp;disable-webm=1\">control water</a></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2618976-cloudkill\" data-tooltip-href=\"//www.dndbeyond.com/spells/2618976-tooltip?disable-webm=1&amp;disable-webm=1\">cloudkill</a>, <a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/2619063-contagion\" data-tooltip-href=\"//www.dndbeyond.com/spells/2619063-tooltip?disable-webm=1&amp;disable-webm=1\">contagion</a></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.RcN47oKbjk4caqAP]{Level 6: Strong Stomach}</b></p>\n<p>Starting at 6th level, your divinity and magically enhanced constitution have strengthened your natural defenses. You have advantage on saving throws against poison, and you have resistance to acid and poison damage.</p>\n<p>In addition, whenever you cast the create food and water spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the spell with ale or wine. You choose what the food and ale or wine look and taste like.</p>\n<p>Finally, if youâ€™re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you use this feature, you canâ€™t use it again until you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.RlAQt2Y7M43kwwE6]{Level 17: Invigorating Feast}</b></p>\n<p>At 17th level, you can say a special prayer before eating a meal to enchant it and other food of your choice within 30 feet of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 temporary hit points, is immune to being charmed, and canâ€™t be put to sleep by magic. These benefits last for 8 hours and donâ€™t &amp;Reference[set]{set} in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a long rest.</p>\n\n\n</div>","chat":""},"identifier":"festus","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"cleric","spellcasting":{"progression":"full","ability":"wis","preparation":{"formula":"max(@abilities.wis.mod + @classes.festus.levels, 1)"}}},"flags":{"ddbimporter":{"class":"Cleric","subclass":"Festus Domain","id":230079607,"classDefinitionId":2190877,"definitionId":2320715,"subclassDefinitionId":2320715,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/780/638607457552642121.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"spellCastingAbility":"wis"}},"img":"icons/magic/life/ankh-gold-blue.webp","folder":"KJoL8vWzvbwdAMbN","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586200207,"modifiedTime":1778586200208,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}QĆűě         !items!RVIiS4o6jIJDkvoPÝA{"_id":"RVIiS4o6jIJDkvoP","name":"Astral Domain","type":"subclass","system":{"advancement":{"yLjP2NlthCnXnIdF":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.1Q6owyE2zBj1ap2J","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Kmc4vqEFPRvJOdSp","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.YTblTBoNLyoOtmfY","optional":false}],"optional":false,"spell":null},"_id":"yLjP2NlthCnXnIdF","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"YVnpQznCYPO5Qkop":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.spVZNzojrHa2vT6A","optional":false}],"optional":false,"spell":null},"_id":"YVnpQznCYPO5Qkop","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"rfosyOfvGEgv8bjJ":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.bLgG9pNa806fGuiU","optional":false}],"optional":false,"spell":null},"_id":"rfosyOfvGEgv8bjJ","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}},"aXYhPw8OIlIAU4lq":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Blur24IIIIIIIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.GuidingBolt24III","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Invisibility24II","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Longstrider24III","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.StarryWisp24IIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"aXYhPw8OIlIAU4lq","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Astral Domain Spells","value":{}},"wmgH5kJgcOLHWwgB":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Blink24IIIIIIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Slow24IIIIIIIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"wmgH5kJgcOLHWwgB","type":"ItemGrant","flags":{},"level":5,"hint":"","title":"Astral Domain Spells","value":{}},"8nFwMcWVltdjqaQA":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Banishment24IIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.DimensiDoor24III","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"8nFwMcWVltdjqaQA","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Astral Domain Spells","value":{}},"XLNcnz9L6CmogWjs":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.TeleporCircle24I","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.WallOfForce24III","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"XLNcnz9L6CmogWjs","type":"ItemGrant","flags":{},"level":9,"hint":"","title":"Astral Domain Spells","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Miraculous Priest of Divine Power</em></span></p>\n<p>Clerics can reach out to the divine magic of the Outer Planes and channel it to bolster people and battle foes.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.1Q6owyE2zBj1ap2J]{Level 3: Astral Domain Spells}</b></p>\n<p>Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Astral Domain Spells table, you thereafter always have the listed spells prepared.</p>\n<table class=\"table-compendium table--sub-features\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>\n<h5 id=\"AstralDomainSpells\" class=\"compendium-hr quick-menu-exclude\">Astral Domain Spells</h5>\n</caption>\n<thead>\n<tr>\n<th>Cleric Level</th>\n<th>Prepared Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>Blur, Guiding Bolt, Invisibility, Longstrider, Starry Wisp</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Blink, &amp;Reference[slow]{Slow}</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Banishment, Dimension Door</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Teleportation Circle, Wall of Force</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Kmc4vqEFPRvJOdSp]{Level 3: Create Void}</b></p>\n<p>As a Bonus Action, you can expend a use of your Channel Divinity to open a planar tear at a point you can see within 60 feet of you, creating a powerful vacuum in a 15-foot-radius Sphere centered on that point. Each creature in the area must make a [[/save dex format=long]]. On a failed save, a creature takes Force damage equal to 1d8 plus your Cleric level and is pulled up to 15 feet toward the point. On a successful save, a creature tý´×đakes half as much Force damage only. The tear then vanishes.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YTblTBoNLyoOtmfY]{Level 3: Planar Reach}</b></p>\n<p>You can create and reach through brief holes in the fabric of reality. When you cast a spell that has a range of Touch, you can make the spellâ€™s range 30 feet instead. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.spVZNzojrHa2vT6A]{Level 6: Spatial Exchange}</b></p>\n<p>You always have the Misty Step spell prepared. You can cast it by expending a use of your Channel Divinity rather than a spell slot. When you cast it in this way, you can choose a space within 30 feet of yourself that is occupied by a creature. If that creature is willing, you both teleport, swapping places; this effect fails if there isnâ€™t enough room for you or the creature to teleport there.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.bLgG9pNa806fGuiU]{Level 17: Supreme Switching}</b></p>\n<p>Your Spatial Exchange feature improves in the following ways:</p>\n<ul>\n<li>Whenever you cast Misty Step, you can swap places with a willing creature, even if you cast it using a spell slot instead of your Channel Divinity.</li>\n<li>When you cast Misty Step using your Channel Divinity, you can now choose a space within 30 feet of yourself that is occupied by an unwilling creature, swapping places with it as normal. If the creature succeeds on a [[/save cha format=long]] against your spell save DC, this effect fails and that use of your Channel Divinity is wasted.</li>\n<li>Whenever you successfully swap places with another creature using your Channel Divinity, you can cast a level 0â€“5 spell with a range of Touch as part of that Bonus Action. The spell must have a casting time of an action or a Bonus Action, and it must target the creature youâ€™re swapping places with. The spell takes effect as you and the other creature appear in your new spaces.</li>\n</ul>\n\n\n</div>","chat":""},"identifier":"astral","source":{"book":"GSB1","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"cleric","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Cleric","subclass":"Astral Domain","id":230079607,"classDefinitionId":2190877,"definitionId":2772574,"subclassDefinitionId":2772574,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/780/638607457552642121.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/magic/life/ankh-gold-blue.webp","folder":"KJoL8vWzvbwdAMbN","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586200283,"modifiedTime":1778586200283,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}eŮ	
őí         !folders!Md4DjtNc3QflQhjQĚ{"_id":"Md4DjtNc3QflQhjQ","name":"Circle of Dragons","color":"#222222","type":"Item","folder":"QWrJJmn6twtT1vUc","flags":{"ddbimporter":{"flagTag":"2024/features/Circle of Dragons"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586396418,"modifiedTime":1778586396418,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}LZÁůî         !folders!9UwlnxHl5t8OH5tIĐ{"_id":"9UwlnxHl5t8OH5tI","name":"The Unbroken Circle","color":"#222222","type":"Item","folder":"QWrJJmn6twtT1vUc","flags":{"ddbimporter":{"flagTag":"2024/features/The Unbroken Circle"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586396479,"modifiedTime":1778586396479,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}*0Äźď         !items!GkwIqYSXM2Rt28iyř.{"_id":"GkwIqYSXM2Rt28iy","name":"Circle Magic Casting","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). 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class=\"ddb\">\n<p>AtÂ 3rd level, you can expend a use of your Wild Shape feature as a bonus action to transform into a unique form: your dragon shape. You become a Medium dragon while in this form, standing on all fours, but retain your normal character statistics and senses. Your dragon shapeâ€™s AC is equal to 13 + your Dexterity modifier (maximum 2) and has a walking speed and climbing speed of 30 feet. In addition, when you take this form, you gain temporary hit points equal to your hit point maximum. When you return to your normal form, you lose any remaining temporary hit points.</p>\n<p>You can remain in this form for a number of hours equal to half your druid level, rounded down. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.</p>\n<p>When you use your dragon shape, you determine what type of dragon to transform into. The type of dragon determines your scale color and breath weaponâ€™s damage type, as shown in the table below, but your appearance is otherwise up to you. 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class=\"ddb\">\n<p>By 6th level, your control over your dragon shape has improved, granting you the following benefits while in that form:</p>\n<ul>\n<li>Your AC is equal to 14 + your Dexterity modifier (maximum 2).</li>\n<li>You gain a new way to attack:</li>\n</ul>\n<p style=\"padding-left:30px\"><em><strong>Claws.</strong></em> Your razor-sharp claws are natural weapons, which you can use to make unarmed strikes. 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class=\"ddb\">\n<p>At 14th level, you can use your breath weapon even while youâ€™re not in your dragon shape. 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         !items!C2Kr2CBnACsRj4Qx™{"_id":"C2Kr2CBnACsRj4Qx","name":"Draconic Lore: Gain Proficiency in History","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<p>Starting atÂ 3rd level, you can speak, read, and write Draconic. Additionally, whenever you make an Intelligence (&amp;Reference[his]{History}) check related to draconic &amp;Reference[his]{history} or lore, you can add your proficiency bonus to the check. 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class=\"ddb\">\n<p>AtÂ 3rd level, you can expend a use of your Wild Shape feature as a bonus action to transform into a unique form: your dragon shape. You become a Medium dragon while in this form, standing on all fours, but retain your normal character statistics and senses. Your dragon shapeâ€™s AC is equal to 13 + your Dexterity modifier (maximum 2) and has a walking speed and climbing speed of 30 feet. In addition, when you take this form, you gain temporary hit points equal to your hit point maximum. When you return to your normal form, you lose any remaining temporary hit points.</p>\n<p>You can remain in this form for a number of hours equal to half your druid level, rounded down. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.</p>\n<p>When you use your dragon shape, you determine what type of dragon to transform into. The type of dragon determines your scale color and breath weaponâ€™s damage type, as shown in the table below, but your appearance is otherwise up to you. Your wings arenâ€™t yet fully formed atÂ 3rd level, but grow stronger as you gain levels in this class. You canâ€™t cast spells while in this form, but gain a different &amp;Reference[set]{set} of actions you can use on each of your turns:</p>\n<p><em><strong>Bite.</strong></em> When you take the Attack action, you can use your dagger-like teeth to make an unarmed strike. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your bite. If you hit with it, you deal piercing damage equal to 1d12 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.</p>\n<p><em><strong>Breath Weapon.</strong></em> You can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 15-foot cone must make a [[/save dex format=long]] against your spell save DC. A creature takes 2d6 damage of your dragonâ€™s damage type on a failed save, or half as much on a successful one. Once you use this feature, it canâ€™t be used again for 1 minute.</p>\n<p>Your breath weapon improves at certain levels. At 6th level, your breath weapon deals 3d6 damage and extends in a 20-foot cone. 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Your wings arenâ€™t yet fully formed atÂ 3rd level, but grow stronger as you gain levels in this class. You canâ€™t cast spells while in this form, but gain a different &amp;Reference[set]{set} of actions you can use on each of your turns:</p>\n<p><em><strong>Bite.</strong></em> When you take the Attack action, you can use your dagger-like teeth to make an unarmed strike. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your bite. If you hit with it, you deal piercing damage equal to 1d12 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.</p>\n<p><em><strong>Breath Weapon.</strong></em> You can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 15-foot cone must make a [[/save dex format=long]] against your spell save DC. A creature takes 2d6 damage of your dragonâ€™s damage type on a failed save, or half as much on a successful one. Once you use this feature, it canâ€™t be used again for 1 minute.</p>\n<p>Your breath weapon improves at certain levels. At 6th level, your breath weapon deals 3d6 damage and extends in a 20-foot cone. At 10th level, it deals 4d6 damage and extends in a 25-foot cone, and at 14th level it deals 5d6 damage and extends in a 30-foot cone.</p>\n<table class=\"table-compendium table--left-col2\">\n<thead>\n<tr>\n<th class=\"table-column-width--20pct\">Dragon</th>\n<th>Damage Type</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Acid</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Lightning</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Lightning</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Acid</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Poison</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cold</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cold</td>\n</tr>\n</tbody>\n</table><hr><section class=\"secret\">\n<p><strong>Activate Black Dragon Shape</strong></p>\n<p>Your Dragon Shape is a black dragon and your breath weapon inflicts acid damage.</p>\n<p><strong>Activate Blue Dragon Shape</strong></p>\n<p>Your Dragon Shape is a blue dragon and your breath weapon inflicts lightning damage.</p>\n<p><strong>Activate Brass Dragon Shape</strong></p>\n<p>Your Dragon Shape is a brass dragon and your breath weapon inflicts fire damage.</p>\n<p><strong>Activate Bronze Dragon Shape</strong></p>\n<p>Your Dragon Shape is a bronze dragon and your breath weapon inflicts lightning damage.</p>\n<p><strong>Activate Copper Dragon Shape</strong></p>\n<p>Your Dragon Shape is a copper dragon and your breath weapon inflicts acid damage.</p>\n<p><strong>Activate Gold Dragon Shape</strong></p>\n<p>Your Dragon Shape is a gold dragon and your breath weapon inflicts fire damage.</p>\n<p><strong>Activate Green Dragon Shape</strong></p>\n<p>Your Dragon Shape is a green dragon and your breath weapon inflicts poison damage.</p>\n<p><strong>Activate Red Dragon Shape</strong></p>\n<p>Your Dragon Shape is a red dragon and your breath weapon inflicts fire damage.</p>\n<p><strong>Activate Silver 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class=\"ddb\">\n<p>By 6th level, your control over your dragon shape has improved, granting you the following benefits while in that form:</p>\n<ul>\n<li>Your AC is equal to 14 + your Dexterity modifier (maximum 2).</li>\n<li>You gain a new way to attack:</li>\n</ul>\n<p style=\"padding-left:30px\"><em><strong>Claws.</strong></em> Your razor-sharp claws are natural weapons, which you can use to make unarmed strikes. 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class=\"ddb\">\n<p>AtÂ 3rd level, you can expend a use of your Wild Shape feature as a bonus action to transform into a unique form: your dragon shape. 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class=\"ddb\">\n<p>At 14th level, you can use your breath weapon even while youâ€™re not in your dragon shape. 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Your wings arenâ€™t yet fully formed atÂ 3rd level, but grow stronger as you gain levels in this class. You canâ€™t cast spells while in this form, but gain a different &amp;Reference[set]{set} of actions you can use on each of your turns:</p>\n<p><em><strong>Bite.</strong></em> When you take the Attack action, you can use your dagger-like teeth to make an unarmed strike. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your bite. If you hit with it, you deal piercing damage equal to 1d12 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.</p>\n<p><em><strong>Breath Weapon.</strong></em> You can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 15-foot cone must make a [[/save dex format=long]] against your spell save DC. A creature takes 2d6 damage of your dragonâ€™s damage type on a failed save, or half as much on a successful one. 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Your wings arenâ€™t yet fully formed atÂ 3rd level, but grow stronger as you gain levels in this class. You canâ€™t cast spells while in this form, but gain a different &amp;Reference[set]{set} of actions you can use on each of your turns:</p>\n<p><em><strong>Bite.</strong></em> When you take the Attack action, you can use your dagger-like teeth to make an unarmed strike. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your bite. If you hit with it, you deal piercing damage equal to 1d12 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.</p>\n<p><em><strong>Breath Weapon.</strong></em> You can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 15-foot cone must make a [[/save dex format=long]] against your spell save DC. A creature takes 2d6 damage of your dragonâ€™s damage type on a failed save, or half as much on a successful one. Once you use this feature, it canâ€™t be used again for 1 minute.</p>\n<p>Your breath weapon improves at certain levels. At 6th level, your breath weapon deals 3d6 damage and extends in a 20-foot cone. At 10th level, it deals 4d6 damage and extends in a 25-foot cone, and at 14th level it deals 5d6 damage and extends in a 30-foot cone.</p>\n<table class=\"table-compendium table--left-col2\">\n<thead>\n<tr>\n<th class=\"table-column-width--20pct\">Dragon</th>\n<th>Damage Type</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Acid</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Lightning</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Lightning</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Acid</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Poison</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cold</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cold</td>\n</tr>\n</tbody>\n</table><hr><section class=\"secret\">\n<p><strong>Activate Black Dragon Shape</strong></p>\n<p>Your Dragon Shape is a black dragon and your breath weapon inflicts acid damage.</p>\n<p><strong>Activate Blue Dragon 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class=\"ddb\">\n<p>By 6th level, your control over your dragon shape has improved, granting you the following benefits while in that form:</p>\n<ul>\n<li>Your AC is equal to 14 + your Dexterity modifier (maximum 2).</li>\n<li>You gain a new way to attack:</li>\n</ul>\n<p style=\"padding-left:30px\"><em><strong>Claws.</strong></em> Your razor-sharp claws are natural weapons, which you can use to make unarmed strikes. 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class=\"ddb\">\n<p>AtÂ 3rd level, you can expend a use of your Wild Shape feature as a bonus action to transform into a unique form: your dragon shape. 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class=\"ddb\">\n<p>At 14th level, you can use your breath weapon even while youâ€™re not in your dragon shape. 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You become a Medium dragon while in this form, standing on all fours, but retain your normal character statistics and senses. Your dragon shapeâ€™s AC is equal to 13 + your Dexterity modifier (maximum 2) and has a walking speed and climbing speed of 30 feet. In addition, when you take this form, you gain temporary hit points equal to your hit point maximum. When you return to your normal form, you lose any remaining temporary hit points.</p>\n<p>You can remain in this form for a number of hours equal to half your druid level, rounded down. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.</p>\n<p>When you use your dragon shape, you determine what type of dragon to transform into. The type of dragon determines your scale color and breath weaponâ€™s damage type, as shown in the table below, but your appearance is otherwise up to you. Your wings arenâ€™t yet fully formed atÂ 3rd level, but grow stronger as you gain levels in this class. You canâ€™t cast spells while in this form, but gain a different &amp;Reference[set]{set} of actions you can use on each of your turns:</p>\n<p><em><strong>Bite.</strong></em> When you take the Attack action, you can use your dagger-like teeth to make an unarmed strike. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your bite. If you hit with it, you deal piercing damage equal to 1d12 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.</p>\n<p><em><strong>Breath Weapon.</strong></em> You can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 15-foot cone must make a [[/save dex format=long]] against your spell save DC. A creature takes 2d6 damage of your dragonâ€™s damage type on a failed save, or half as much on a successful one. 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style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Druid Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Druid level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Intelligence and Wisdom</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[ani]{Animal Handling}, &amp;Reference[arc]{Arcana}, &amp;Reference[ins]{Insight}, &amp;Reference[med]{Medicine}, &amp;Reference[nat]{Nature}, &amp;Reference[prc]{Perception}, &amp;Reference[rel]{Religion}, or &amp;Reference[sur]{Survival}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Tool Proficiencies</th>\n<td>Herbalism Kit</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorerâ€™s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Ou0nx45PBAA4GpCE]{Level 1: Spellcasting}</b></p>\n<p>You have learned to cast spells through studying the mystical forces of &amp;Reference[nat]{nature}. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the classâ€™s description.</p>\n<p><strong><em>Cantrips.</em></strong> You know two cantrips of your choice from the Druid spell list.</p>\n<p>Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.</p>\n<p>When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.</p>\n<p><strong><em>Spell Slots.</em></strong> The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list.</p>\n<p>The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.</p>\n<p>If another Druid feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Druid spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.3tqQkd1jODxMxC4J]{Level 1: Druidic}</b></p>\n<p>You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.</p>\n<p>You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the messageâ€™s presence with a successful DC 15 Intelligence (&amp;Reference[inv]{Investigation}) check but canâ€™t decipher it without magic.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.BGVQjt1hCx17kFbq]{Level 1: Primal Order}</b></p>\n<p>You have dedicated yourself to one of the following sacred roles of your choice.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.GkwIqYSXM2Rt28iy]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.sNmI06xYpEFUZyRi]{Level 2: Wild Shape}</b></p>\n<p>The power of &amp;Reference[nat]{nature} allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see â€śKnown Formsâ€ť below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.</p>\n<p><strong><em>Number of Uses.</em></strong> You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.</p>\n<p>You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.</p>\n<p><strong><em>Known Forms.</em></strong> You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.</p>\n<p>When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.</p>\n<p>When choosing known forms, you may look in the <em><a href=\"https://www.dndbeyond.com/sources/dnd/mm-2024\">Monster Manual</a></em> or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.</p>\n<table class=\"table-compendium\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Beast Shapes</caption>\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Known Forms</th>\n<th>Max CR</th>\n<th>Fly Speed</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>2</td>\n<td>4</td>\n<td>1/4</td>\n<td>No</td>\n</tr>\n<tr>\n<td>4</td>\n<td>6</td>\n<td>1/2</td>\n<td>No</td>\n</tr>\n<tr>\n<td>8</td>\n<td>8</td>\n<td>1</td>\n<td>Yes</td>\n</tr>\n</tbody>\n</table>\n<p><strong><em>Rules While Shape-Shifted.</em></strong> While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:</p>\n<p><strong><em>Temporary Hit Points.</em></strong> When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.</p>\n<p><strong><em>Game Statistics.</em></strong> Your game statistics are replaced by the Beastâ€™s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beastâ€™s stat block is higher than yours, use the one in the stat block.</p>\n<p><strong><em>No Spellcasting.</em></strong> You canâ€™t cast spells, but shape-shifting doesnâ€™t break your Concentration or otherwise interfere with a spell youâ€™ve already cast.</p>\n<p><strong><em>Objects.</em></strong> Your ability to handle objects is determined by the formâ€™s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether itâ€™s practical for the new form to wear a piece of equipment based on the creatureâ€™s size and shape. Your equipment doesnâ€™t change size or shape to match the new form, and any equipment that the new form canâ€™t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while youâ€™re in that form.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.D8VYfhs4ZgfpyBIT]{Level 2: Wild Companion}</b></p>\n<p>You can summon a &amp;Reference[n†źR_at]{nature} spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.</p>\n<p>When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.</p>\n\n<p><b>Level 3: Druid Subclass</b></p>\n<p>You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Druid level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.iIhukIgLn4Uq5ta1]{Level 5: Wild Resurgence}</b></p>\n<p>Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).</p>\n<p>In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you canâ€™t do so again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CRYeCiJaFvwrFKx1]{Level 7: Elemental Fury}</b></p>\n<p>The might of the elements flows through you. You gain one of the following options of your choice.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 12 and 16.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid level 16.</p>\n\n<p><b>Level 15: Improved Elemental Fury</b></p>\n<p>The option you chose for Elemental Fury grows more powerful, as detailed below.</p>\n<p><strong><em>Potent Spellcasting.</em></strong> When you cast a Druid cantrip with a range of 10 feet or greater, the spellâ€™s range increases by 300 feet.</p>\n<p><strong><em>Primal Strike.</em></strong> The extra damage of your Primal Strike increases to 2d8.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FRdVBF818wssJ8bg]{Level 18: Beast Spells}</b></p>\n<p>While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZrRoFJMkagdziAE4]{Level 20: Archdruid}</b></p>\n<p>The vitality of &amp;Reference[nat]{nature} constantly blooms within you, granting you the following benefits.</p>\n<p><strong><em>Evergreen Wild Shape.</em></strong> Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.</p>\n<p><strong><em>&amp;Reference[nat]{Nature} Magician.</em></strong> You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you canâ€™t do so again until you finish a Long Rest.</p>\n<p><strong><em>Longevity.</em></strong> The primal magic that you wield causes you to age more slowly. 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Uses","icon":null,"flags":{},"value":{},"hint":""},"TRhZfxUGgGycdoVg":{"_id":"TRhZfxUGgGycdoVg","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"elemental-fury","type":"dice","scale":{"7":{"number":1,"faces":8,"modifiers":[]},"18":{"number":2,"faces":8,"modifiers":[]}}},"title":"Elemental Fury Damage","icon":null,"flags":{},"value":{},"hint":""},"htmsnEWI8SRb5E64":{"_id":"htmsnEWI8SRb5E64","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"known-forms","type":"number","scale":{"2":{"value":4},"4":{"value":6},"8":{"value":8}}},"title":"Known Forms","icon":null,"flags":{},"value":{},"hint":""}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A &amp;Reference[nat]{Nature} Priest of Primal Power</em></span></p>\n<p>Druids call on the forces of &amp;Reference[nat]{nature}, harnessing magic to heal, transform into animals, and wield elemental destruction.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Intelligence &amp; Wisdom</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Druid Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Druid Traits table.</li>\n<li>Gain the Druidâ€™s level 1 features, which are listed in the Druid Features table.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Druid Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Druid level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Intelligence and Wisdom</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[ani]{Animal Handling}, &amp;Reference[arc]{Arcana}, &amp;Reference[ins]{Insight}, &amp;Reference[med]{Medicine}, &amp;Reference[nat]{Nature}, &amp;Reference[prc]{Perception}, &amp;Reference[rel]{Religion}, or &amp;Reference[sur]{Survival}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Tool Proficiencies</th>\n<td>Herbalism Kit</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorerâ€™s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Ou0nx45PBAA4GpCE]{Level 1: Spellcasting}</b></p>\n<p>You have learned to cast spells through studying the mystical forces of &amp;Reference[nat]{nature}. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the classâ€™s description.</p>\n<p><strong><em>Cantrips.</em></strong> You know two cantrips of your choice from the Druid spell list.</p>\n<p>Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.</p>\n<p>When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.</p>\n<p><strong><em>Spell Slots.</em></strong> The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list.</p>\n<p>The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.</p>\n<p>If another Druid feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Druid spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.3tqQkd1jODxMxC4J]{Level 1: Druidic}</b></p>\n<p>You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.</p>\n<p>You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the messageâ€™s presence with a successful DC 15 Intelligence (&amp;Reference[inv]{Investigation}) check but canâ€™t decipher it without magic.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.BGVQjt1hCx17kFbq]{Level 1: Primal Order}</b></p>\n<p>You have dedicated yourself to one of the following sacred roles of your choice.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.GkwIqYSXM2Rt28iy]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.sNmI06xYpEFUZyRi]{Level 2: Wild Shape}</b></p>\n<p>The power of &amp;Reference[nat]{nature} allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see â€śKnown Formsâ€ť below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.</p>\n<p><strong><em>Number of Uses.</em></strong> You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.</p>\n<p>You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.</p>\n<p><strong><em>Known Forms.</em></strong> You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.</p>\n<p>When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.</p>\n<p>When choosing known forms, you may look in the <em><a href=\"https://www.dndbeyond.com/sources/dnd/mm-2024\">Monster Manual</a></em> or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.</p>\n<table class=\"table-compendium\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Beast Shapes</caption>\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Known Forms</th>\n<th>Max CR</th>\n<th>Fly Speed</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>2</td>\n<td>4</td>\n<td>1/4</td>\n<td>No</td>\n</tr>\n<tr>\n<td>4</td>\n<td>6</td>\n<td>1/2</td>\n<td>No</td>\n</tr>\n<tr>\n<td>8</td>\n<td>8</td>\n<td>1</td>\n<td>Yes</td>\n</tr>\n</tbody>\n</table>\n<p><strong><em>Rules While Shape-Shifted.</em></strong> While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:</p>\n<p><strong><em>Temporary Hit Points.</em></strong> When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.</p>\n<p><strong><em>Game Statistics.</em></strong> Your game statistics are replaced by the Beastâ€™s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beastâ€™s stat block is higher than yours, use the one in the stat block.</p>\n<p><strong><em>No Spellcasting.</em></strong> You canâ€™t cast spells, but shape-shifting doesnâ€™t break your Concentration or otherwise interfere with a spell youâ€™ve already cast.</p>\n<p><strong><em>Objects.</em></strong> Your ability to handle objects is determined by the formâ€™s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether itâ€™s practical for the new form to wear a piece of equipment based on the creatureâ€™s size and shape. Your equipment doesnâ€™t change size or shape to match the new form, and any equipment that the new form canâ€™t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while youâ€™re in that form.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.D8VYfhs4ZgfpyBIT]{Level 2: Wild Companion}</b></p>\n<p>You can summon a &amp;Reference[nat]{nature} spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.</p>\n<p>When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.</p>\n\n<p><b>Level 3: Druid Subclass</b></p>\n<p>You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Druid level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.iIhukIgLn4Uq5ta1]{Level 5: Wild Resurgence}</b></p>\n<p>Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).</p>\n<p>In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you canâ€™t do so again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CRYeCiJaFvwrFKx1]{Level 7: Elemental Fury}</b></p>\n<p>The might of the elements flows through you. You gain one of the following options of your choice.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 12 and 16.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid level 16.</p>\n\n<p><b>Level 15: Improved Elemental Fury</b></p>\n<p>The option you chose for Elemental Fury grows more powerful, as detailed below.</p>\n<p><strong><em>Potent Spellcasting.</em></strong> When you cast a Druid cantrip with a range of 10 feet or greater, the spellâ€™s range increases by 300 feet.</p>\n<p><strong><em>Primal Strike.</em></strong> The extra damage of your Primal Strike increases to 2d8.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FRdVBF818wssJ8bg]{Level 18: Beast Spells}</b></p>\n<p>While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZrRoFJMkagdziAE4]{Level 20: Archdruid}</b></p>\n<p>The vitĂ·tµŢality of &amp;Reference[nat]{nature} constantly blooms within you, granting you the following benefits.</p>\n<p><strong><em>Evergreen Wild Shape.</em></strong> Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.</p>\n<p><strong><em>&amp;Reference[nat]{Nature} Magician.</em></strong> You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you canâ€™t do so again until you finish a Long Rest.</p>\n<p><strong><em>Longevity.</em></strong> The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.</p>\n\n\n</div>","chat":""},"identifier":"druid","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"SE7gQkJVBVBLku2Z","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmLeatherArm","requiresProficiency":false,"_id":"rkPZmPWx6nzImWwC","group":"SE7gQkJVBVBLku2Z","sort":200000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmShield0000","requiresProficiency":false,"_id":"9zoKn2Wfan8s4Zrw","group":"SE7gQkJVBVBLku2Z","sort":300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepSickle0000","requiresProficiency":false,"_id":"CVZKjmb4PIYJViPx","group":"SE7gQkJVBVBLku2Z","sort":400000},{"type":"OR","requiresProficiency":false,"_id":"LSQ0jJVeVhuSyjFF","group":"SE7gQkJVBVBLku2Z","sort":500000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbafcStaffalsoa","requiresProficiency":false,"_id":"QSpEE9Vk7jat3iJF","group":"LSQ0jJVeVhuSyjFF","sort":800000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagExplorersPa","requiresProficiency":false,"_id":"anr8GUJzm5gPRqAR","group":"SE7gQkJVBVBLku2Z","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbtulHerbalismK","requiresProficiency":false,"_id":"f6RriL1CTIForH9O","group":"SE7gQkJVBVBLku2Z","sort":700000},{"type":"currency","count":9,"key":"gp","requiresProficiency":false,"_id":"lSik2V9Hely7gsff","group":"SE7gQkJVBVBLku2Z","sort":900000}],"hd":{"denomination":"d8","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["wis"],"all":false},"properties":[],"spellcasting":{"progression":"full","ability":"wis","preparation":{"formula":"@scale.druid.max-prepared"}}},"flags":{"ddbimporter":{"class":"Druid","id":230079654,"classDefinitionId":2190878,"definitionId":2190878,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/798/638607457907453415.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":1,"spellCastingAbility":"wis"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/creatures/mammals/elk-moose-marked-green.webp","folder":"EYPosL4X04kVrFkZ","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586419975,"modifiedTime":1778586419976,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}»ŐÄ8 S         !items!GKARztXxRDStq19b‘@{"_id":"GKARztXxRDStq19b","name":"Circle of Dragons","type":"subclass","system":{"advancement":{"FanRr43H00D3IU3O":{"configuration":{"identifier":"dragon-shape","type":"dice","distance":{"units":""},"scale":{"3":{"number":2,"faces":6,"modifiers":[]},"6":{"number":3,"faces":6,"modifiers":[]},"10":{"number":4,"faces":6,"modifiers":[]},"14":{"number":5,"faces":6,"modifiers":[]}}},"_id":"FanRr43H00D3IU3O","type":"ScaleValue","flags":{},"hint":"","title":"Dragon Shape","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A &amp;Reference[nat]{Nature} Priest of Primal Power</em></span></p>\n<p>Druids call on the forces of &amp;Reference[nat]{nature}, harnessing magic to heal, transform into animals, and wield elemental destruction.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Intelligence &amp; Wisdom</p><h1>Class Features</h1>\n\n<p><b>Level 3: Draconic Lore</b></p>\n<p>Starting atÂ 3rd level, you can speak, read, and write Draconic. Additionally, whenever you make an Intelligence (&amp;Reference[his]{History}) check related to draconic &amp;Reference[his]{history} or lore, you can add your proficiency bonus to the check. If you are already proficient in the &amp;Reference[his]{History} skill, you can add double your proficiency bonus to the check instead.</p>\n\n<p><b>Level 3: Dragon Shape</b></p>\n<p>AtÂ 3rd level, you can expend a use of your Wild Shape feature as a bonus action to transform into a unique form: your dragon shape. You become a Medium dragon while in this form, standing on all fours, but retain your normal character statistics and senses. Your dragon shapeâ€™s AC is equal to 13 + your Dexterity modifier (maximum 2) and has a walking speed and climbing speed of 30 feet. In addition, when you take this form, you gain temporary hit points equal to your hit point maximum. When you return to your normal form, you lose any remaining temporary hit points.</p>\n<p>You can remain in this form for a number of hours equal to half your druid level, rounded down. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.</p>\n<p>When you use your dragon shape, you determine what type of dragon to transform into. The type of dragon determines your scale color and breath weaponâ€™s damage type, as shown in the table below, but your appearance is otherwise up to you. Your wings arenâ€™t yet fully formed atÂ 3rd level, but grow stronger as you gain levels in this class. You canâ€™t cast spells while in this form, but gain a different &amp;Reference[set]{set} of actions you can use on each of your turns:</p>\n<p><em><strong>Bite.</strong></em> When you take the Attack action, you can use your dagger-like teeth to make an unarmed strike. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your bite. If you hit with it, you deal piercing damage equal to 1d12 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.</p>\n<p><em><strong>Breath Weapon.</strong></em> You can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 15-foot cone must make a [[/save dex format=long]] against your spell save DC. A creature takes 2d6 damage of your dragonâ€™s damage type on a failed save, or half as much on a successful one. Once you use this feature, it canâ€™t be used again for 1 minute.</p>\n<p>Your breath weapon improves at certain levels. At 6th level, your breath weapon deals 3d6 damage and extends in a 20-foot cone. At 10th level, it deals 4d6 damage and extends in a 25-foot cone, and at 14th level it deals 5d6 damage and extends in a 30-foot cone.</p>\n<table class=\"table-compendium table--left-col2\">\n<thead>\n<tr>\n<th class=\"table-column-width--20pct\">Dragon</th>\n<th>Damage Type</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Acid</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Lightning</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Lightning</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Acid</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Poison</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cold</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cold</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Level 6: Improved Dragon Shape</b></p>\n<p>By 6th level, your control over your dragon shape has improved, granting you the following benefits while in that form:</p>\n<ul>\n<li>Your AC is equal to 14 + your Dexterity modifier (maximum 2).</li>\n<li>You gain a new way to attack:</li>\n</ul>\n<p style=\"padding-left:30px\"><em><strong>Claws.</strong></em> Your razor-sharp claws are natural weapons, which you can use to make unarmed strikes. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your claws. If you hit with them, you deal slashing damage equal to 2d6 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.</p>\n<ul>\n<li>When you take the Attack action on your turn, you can make one attack with your bite and one attack with your claws. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</li>\n<li>You have &amp;Reference[darkvision]{darkvision} out to a range of 60 feet. If you already have &amp;Reference[darkvision]{darkvision} from your species, its range increases by 30 feet.</li>\n</ul>\n\n<p><b>Level 10: Draconic Magic</b></p>\n<p>Starting at 10th level, youâ€™re able to cast certain druid spells while in your dragon shape. To cast a spell while in this form, it must use a druid spell slot level of 3rd or lower, and it canâ€™t require any material components. In addition, your scales continue to toughen and your wings have become strong enough to carry you. You gain the following benefits while in your dragon shape:</p>\n<ul>\n<li>Your AC is equal to 15 + your Dexterity modifier (maximum 2).</li>\n<li>You have resistance to the damage type associated with your dragon shape.</li>\n<li>You have a flying speed of 30 feet.</li>\n</ul>\n\n<p><b>Level 14: Heart of a Dragon</b></p>\n<p>At 14th level, you can use your breath weapon even while youâ€™re not in your dragon shape. Once you use this feature, you canâ€™t use it again until you finish a long rest. In addition, you gain the following benefits while in your dragon shape:</p>\n<ul>\n<li>Your AC is equal to 16 + your Dexterity modifier (maximum 2).</li>\n<li>Your flying speed increases to 40 feet.</li>\n<li>When you take the Attack action on your turn, you can make three attacks: one with your bite, and two with your claws. Finally, when you take on your dragon shape, you can choose to become a Large dragon, instead of Medium. If you do, your bite has a reach of 10 feet, instead of 5.</li>\n</ul>\n\n\n</div>","chat":""},"identifier":"dragons","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"druid","spellcasting":{"progression":"full","ability":"wis","preparation":{"formula":"max(@abilities.wis.mod + @classes.dragons.levels, 1)"}}},"flags":{"ddbimporter":{"class":"Druid","subclass":"Circle of Dragons","id":230079654,"classDefinitionId":2190878,"definitionId":2320677,"subclassDefinitionId":2320677,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/798/638607457907453415.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"spellCastingAbility":"wis"}},"img":"icons/creatures/mammals/elk-moose-marked-green.webp","folder":"EYPosL4X04kVrFkZ","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586420836,"modifiedTime":1778586420837,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}ÉěŐŇ!T         !items!U1NAs2szQtv7QLw3«C{"_id":"U1NAs2szQtv7QLw3","name":"The Unbroken Circle","type":"subclass","system":{"advancement":{"jrcTgYOemHKF8Cfe":{"configuration":{"identifier":"wild-recovery","type":"dice","distance":{"units":""},"scale":{"3":{"number":2,"faces":6,"modifiers":[]},"10":{"number":3,"faces":6,"modifiers":[]},"14":{"number":4,"faces":6,"modifiers":[]}}},"_id":"jrcTgYOemHKF8Cfe","type":"ScaleValue","flags":{},"hint":"","title":"Wild Recovery","value":{}},"yg4MLMJIZFtg6u2B":{"configuration":{"identifier":"shillelagh-mastery","type":"number","distance":{"units":""},"scale":{"6":{"value":1},"10":{"value":2},"14":{"value":3}}},"_id":"yg4MLMJIZFtg6u2B","type":"ScaleValue","flags":{},"hint":"","title":"Shillelagh Mastery","value":{}},"6ksvmFyefMqjLoQc":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Y5cGKEReUgg16dei","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.enDD6YLC5l5KZxt8","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.XjwGB7uTzmSOpD8V","optional":false}],"optional":false,"spell":null},"_id":"6ksvmFyefMqjLoQc","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"g79uoqDbnNYpwy3n":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.mFklSB1TNguxhF4y","optional":false}],"optional":false,"spell":null},"_id":"g79uoqDbnNYpwy3n","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"lL2dB1Z1g6k18Dx0":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.4AhT575zWpnV8YbP","optional":false}],"optional":false,"spell":null},"_id":"lL2dB1Z1g6k18Dx0","type":"ItemGrant","flags":{},"level":10,"hint":"","title":"Features","value":{}},"JW3q2B6wX8qZhixO":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.T57AIHpIa4T67dFi","optional":false}],"optional":false,"spell":null},"_id":"JW3q2B6wX8qZhixO","type":"ItemGrant","flags":{},"level":14,"hint":"","title":"Features","value":{}},"d3f92YTm6ek7FCJ1":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.EnsnariStrike24I","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Shillelagh24IIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.ShiningSmite24II","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.TrueStrike24IIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"d3f92YTm6ek7FCJ1","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Unbroken Circle Spells","value":{}},"ZjO3LACYF1LrJ23m":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Haste24IIIIIIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"ZjO3LACYF1LrJ23m","type":"ItemGrant","flags":{},"level":5,"hint":"","title":"Unbroken Circle Spells","value":{}},"FgWwh4QCk9yKkjA8":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.FireShield24IIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"FgWwh4QCk9yKkjA8","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Unbroken Circle Spells","value":{}},"XQjLCyEEV3tB4q8Z":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.FlameStrike24III","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"XQjLCyEEV3tB4q8Z","type":"ItemGrant","flags":{},"level":9,"hint":"","title":"Unbroken Circle Spells","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A &amp;Reference[nat]{Nature} Priest of Primal Power</em></span></p>\n<p>Druids call on the forces of &amp;Reference[nat]{nature}, harnessing magic to heal, transform into animals, and wield elemental destruction.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Intelligence &amp; Wisdom</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Y5cGKEReUgg16dei]{Level 3: Improved Shillelagh}</b></p>\n<p>When you cast Shillelagh, you can cause any Melee weapon you are holding to be imbued with natureâ€™s power; you can choose for the weapon to retain its normal damage die instead of becoming a d8. In addition, you can use any weapon with which you have proficiency as a Spellcasting Focus for your Druid spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.enDD6YLC5l5KZxt8]{Level 3: Unbroken Circle Spells}</b></p>\n<p>When you reach a Druid level specified in the Unbroken Circle Spells table, you thereafter always have the listed spells prepared.</p>\n<table class=\"table-compendium table--sub-features\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>\n<h5 id=\"UnbrokenCircleSpells\" class=\"compendium-hr quick-menu-exclude\">Unbroken Circle Spells</h5>\n</caption>\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Prepared Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>Ensnaring Strike, Shillelagh, Shining Smite, True Strike</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Haste</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Fire Shield</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Flame Strike</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XjwGB7uTzmSOpD8V]{Level 3: Wild Recovery}</b></p>\n<p>You gain the ability to recover using the wild, bestial magic that courses through you. As a Bonus Action, you can expend a use of your Wild Shape to regain a number of Hit Points equal to 2d6 plus your Druid level. This healing increases by 1d6 when you reach Druid levels 10 (3d6 plus your Druid level) and 14 (4d6 plus your Druid level).</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.mFklSB1TNguxhF4y]{Level 6: Shillelagh Mastery}</b></p>\n<p>While youâ€™re wielding a weapon under the effect of Shillelagh, you can attack twice with the weapon instead of once whenever you take the Attack action on your turn. In addition, you gain a +1 bonus to attack rolls and damage rolls made with that weapon; this bonus increases to +2 when you reach Druid level 10 and +3 when you reach Druid level 14. If the weapon already granted a bonus to attack rolls and damage rolls, you must choose whether to use that bonus or the one granted by this feature when attacking with it.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.4AhT575zWpnV8YbP]{Level 10: War Druid}</b></p>\n<p>When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Druid cantrips that has a casting time of an action.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.T57AIHpIa4T67dFi]{Level 14: &amp;Reference[nat]{Nature} Armor}</b></p>\n<p>Your connection to &amp;Reference[nat]{nature} helps to shield you from harm. Youâ€™re always under the effect of the Barkskin spell.</p>\n<p>In addition, at the start of each of your turns, you gain a number of Temporary Hit Points equal to half your Druid level (round down). 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gain a Fighting Style feat of your choice, and whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.","title":"Fighting Style","icon":"icons/magic/symbols/cog-orange-red.webp"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Master of All Arms and Armor</em></span></p>\n<p>Fighters all share an unparalleled prowess with weapons and armor, and are well acquainted with death, both meting it out and defying it.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Strength or Dexterity<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Constitution</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Fighter Traits</b></p>\n<p id=\"AsaLevel1CharacterFighter\" class=\"compendium-hr h3-override\">As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Fighter Traits table.</li>\n<li>Gain the Fighterâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Fighter Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Strength or Dexterity</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D10 per Fighter level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Constitution</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[acr]{Acrobatics}, &amp;Reference[ani]{Animal Handling}, &amp;Reference[ath]{Athletics}, &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[itm]{Intimidation}, &amp;Reference[per]{Persuasion}, &amp;Reference[prc]{Perception}, or &amp;Reference[sur]{Survival}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple and Martial weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light, Medium, and Heavy armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A, B, or C:</em> (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneerâ€™s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneerâ€™s Pack, and 11 GP; or (C) 155 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Level 1: Fighting Style</b></p>\n<p>You have honed your martial prowess and gain a Fighting Style feat of your choice.</p>\n<p>Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.luHxdT15obMaikgc]{Level 1: Second Wind}</b></p>\n<p>You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.</p>\n<p>You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.</p>\n<p>When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.</p>\n<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.A1VAprgnWJebQYFT]{Level 2: Action Surge}</b></p>\n<p>You can &amp;Reference[push]{push} yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.</p>\n<p>Once you use this feature, you canâ€™t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.4dJbZTjfNdzQIPOe]{Level 2: Tactical Mind}</b></p>\n<p>You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to &amp;Reference[push]{push} yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isnâ€™t expended.</p>\n\n<p><b>Level 3: Fighter Subclass</b></p>\n<p>You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Fighter level or lower.</p>\n\n<p><b>Level 4: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of another Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices.</p>\n<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.qloPhOqBwyOnLoqi]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.OXLPkjsh7FQiXOvh]{Level 5: Tactical Shift}</b></p>\n<p>Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.</p>\n\n<p><b>Level 6: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, 14, and 16.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 12, 14, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ov4H0SZW6B3YbcZu]{Level 9: Tactical Master}</b></p>\n<p>When you attack with a weapon whose mastery property you can use, you can replace that property with the &amp;Reference[push]{Push}, &amp;Reference[sap]{Sap}, or &amp;Reference[slow]{Slow} property for that attack.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.uyrV0OoTVMwzA2Rv]{Level 9: Indomitable}</b></p>\n<p>If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you canâ€™t use this feature again until you finish a Long Rest.</p>\n<p>You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.</p>\n\n<p><b>Level 10: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of another Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices.</p>\n<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CytbzpXaHbGfS1aO]{Level 11: Two Extra Attacks}</b></p>\n<p>You can attack three times instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 14 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vLd6OEixD7gdp8nQ]{Level 13: Studied Attacks}</b></p>\n<p>You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\n\n<p><b>Level 14: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter level 16.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>Level 16: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of another Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices.</p>\n<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ut4TzlhRZCUNIDKh]{Level 20: Three Extra Attacks}</b></p>\n<p>You can attack four times instead of once whenever you take the Attack action on your turn.</p>\n\n\n</div>","chat":""},"identifier":"fighter","source":{"book":"PHB 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Boon","value":{}},"5eYJQiLcsi85loF8":{"configuration":{"allowDrops":true,"choices":{"1":{"count":1,"replacement":true},"2":{"replacement":true},"3":{"replacement":true},"4":{"replacement":true},"5":{"replacement":true},"6":{"replacement":true},"7":{"replacement":true},"8":{"replacement":true},"9":{"replacement":true},"10":{"replacement":true},"11":{"replacement":true},"12":{"replacement":true},"13":{"replacement":true},"14":{"replacement":true},"15":{"replacement":true},"16":{"replacement":true},"17":{"replacement":true},"18":{"replacement":true},"19":{"replacement":true},"20":{"replacement":true}},"pool":[{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.YJJZH8Mh3oaApker"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.iGeT3bdwREvc19KL"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.pccmtmZXnLUA2bUF"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.Xgm8a1oIGIV6n1LR"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.LlzSEjHjjF5ZiGwk"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.uDVbrQAPr5EDMy3O"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.b2qAlfD2xKxB1Afk"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.niS81S6XvHaHQx8I"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.fszPGpRK0BEyk4d6"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.Nc3E51riifgZXF1X"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.dMd2J72gPlAjOOmB"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.PvQulwgyHKUZq7B7"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.Ezul0w5QoprOc4nO"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.SConPY7INUvMNRqq"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.rCpaqiPcuiQgJdC8"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.jhfmPbNHsqXb4ZwY"},{"uuid":"Compendium.dnd-beyond.beyond-feats.Item.bxxeQGiGlqgZMJi3"}],"restriction":{"list":[],"type":"class","subtype":"fightingStyle"},"spell":null,"type":"feat"},"_id":"5eYJQiLcsi85loF8","type":"ItemChoice","flags":{},"hint":"You gain a Fighting Style feat of your choice, and whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.","title":"Fighting Style","icon":"icons/magic/symbols/cog-orange-red.webp","value":{"added":{},"replaced":{}}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Master of All Arms and Armor</em></span></p>\n<p>Fighters all share an unparalleled prowess with weapons and armor, and are well acquainted with death, both meting it out and defying it.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Strength or Dexterity<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Constitution</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Fighter Traits</b></p>\n<p id=\"AsaLevel1CharacterFighter\" class=\"compendium-hr h3-override\">As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Fighter Traits table.</li>\n<li>Gain the Fighterâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Fighter Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Strength or Dexterity</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D10 per Fighter level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Constitution</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[acr]{Acrobatics}, &amp;Reference[ani]{Animal Handling}, &amp;Reference[ath]{Athletics}, &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[itm]{Intimidation}, &amp;Reference[per]{Persuasion}, &amp;Reference[prc]{Perception}, or &amp;Reference[sur]{Survival}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple and Martial weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light, Medium, and Heavy armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A, B, or C:</em> (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneerâ€™s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneerâ€™s Pack, and 11 GP; or (C) 155 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Level 1: Fighting Style</b></p>\n<p>You have honed your martial prowess and gain a Fighting Style feat of your choice.</p>\n<p>Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.luHxdT15obMaikgc]{Level 1: Second Wind}</b></p>\n<p>You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.</p>\n<p>You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.</p>\n<p>When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.</p>\n<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.A1VAprgnWJebQYFT]{Level 2: Action Surge}</b></p>\n<p>You can &amp;Reference[push]{push} yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.</p>\n<p>Once you use this feature, you canâ€™t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.4dJbZTjfNdzQIPOe]{Level 2: Tactical Mind}</b></p>\n<p>You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to &amp;Reference[push]{push} yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isnâ€™t expended.</p>\n\n<p><b>Level 3: Fighter Subclass</b></p>\n<p>You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Fighter level or lower.</p>\n\n<p><b>Level 4: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of another Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices.</p>\n<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.qloPhOqBwyOnLoqi]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.OXLPkjsh7FQiXOvh]{Level 5: Tactical Shift}</b></p>\n<p>Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.</p>\n\n<p><b>Level 6: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, 14, and 16.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 12, 14, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ov4H0SZW6B3YbcZu]{Level 9: Tactical Master}</b></p>\n<p>When you attack with a weapon whose mastery property you can use, you can replace that property with the &amp;Reference[push]{Push}, &amp;Reference[sap]{Sap}, or &amp;Reference[slow]{Slow} property for that attack.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.uyrV0OoTVMwzA2Rv]{Level 9: Indomitable}</b></p>\n<p>If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you canâ€™t use this feature again until you finish a Long Rest.</p>\n<p>You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.</p>\n\n<p><b>Level 10: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of another Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices.</p>\n<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CytbzpXaHbGfS1aO]{Level 11: Two Extra Attacks}</b></p>\n<p>You can attack three times instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 14 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vLd6OEixD7gdp8nQ]{Level 13: Studied Attacks}</b></p>\n<p>You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\n\n<p><b>Level 14: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter level 16.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>Level 16: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of another Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices.</p>\n<p>When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ut4TzlhRZCUNIDKh]{Level 20: Three Extra Attacks}</b></p>\n<p>You can attack four times instead of once whenever you take the Attack action on your turn.</p>\n\n\n</div>","chat":""},"identifier":"fighter","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"OR","requiresProficiency":false,"_id":"bT680hdYfCJkbk1M","group":"","sort":100000},{"type":"AND","requiresProficiency":false,"_id":"NgcVsnjvVJsL3xLw","group":"bT680hdYfCJkbk1M","sort":200000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmChainMail0","requiresProficiency":false,"_id":"2AgjcVGUTGP1cqCS","group":"NgcVsnjvVJsL3xLw","sort":400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepGreatsword","requiresProficiency":false,"_id":"B4b5Em0xc9EDUtan","group":"NgcVsnjvVJsL3xLw","sort":500000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepFlail00000","requiresProficiency":false,"_id":"eMuasr6qhYhh0zsn","group":"NgcVsnjvVJsL3xLw","sort":600000},{"type":"linked","count":8,"key":"Compendium.dnd5e.equipment24.Item.phbwepJavelin000","requiresProficiency":false,"_id":"iLcbTWDnJuSDtfC1","group":"NgcVsnjvVJsL3xLw","sort":700000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagDungeoneers","requiresProficiency":false,"_id":"HXnWybFbmiQJ7jxw","group":"NgcVsnjvVJsL3xLw","sort":800000},{"type":"currency","count":4,"key":"gp","requiresProficiency":false,"_id":"a1YXCzXv1aGDIw86","group":"NgcVsnjvVJsL3xLw","sort":1600000},{"type":"AND","requiresProficiency":false,"_id":"mXHlWriN3u7VGUmQ","group":"bT680hdYfCJkbk1M","sort":300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmStuddedLea","requiresProficiency":false,"_id":"07VK1qiy28AWgHWE","group":"mXHlWriN3u7VGUmQ","sort":900000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepScimitar00","requiresProficiency":false,"_id":"q8p43JwNYPAJFk0v","group":"mXHlWriN3u7VGUmQ","sort":1000000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepShortsword","requiresProficiency":false,"_id":"Z0BQ8xiUO9TdCpeY","group":"mXHlWriN3u7VGUmQ","sort":1100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepLongbow000","requiresProficiency":false,"_id":"7UT2I5hEuyETwaw8","group":"mXHlWriN3u7VGUmQ","sort":1200000},{"type":"linked","count":20,"key":"Compendium.dnd5e.equipment24.Item.phbamoArrows0000","requiresProficiency":false,"_id":"RAZO2ywuqreGQheI","group":"mXHlWriN3u7VGUmQ","sort":1300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagQuiver00000","requiresProficiency":false,"_id":"jzEWEiEKl0djfd2u","group":"mXHlWriN3u7VGUmQ","sort":1400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagDungeoneers","requiresProficiency":false,"_id":"gf3zQAZHgglaMuN1","group":"mXHlWriN3u7VGUmQ","sort":1500000},{"type":"currency","count":11,"key":"gp","requiresProficiency":false,"_id":"N6FXv4CBSpxAodCH","group":"mXHlWriN3u7VGUmQ","sort":1700000}],"hd":{"denomination":"d10","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["str","dex"],"all":false},"properties":[],"spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Fighter","id":230079761,"classDefinitionId":2190879,"definitionId":2190879,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/813/638607458268123998.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/skills/melee/hand-grip-sword-red.webp","folder":"w5PFnAbm6O5o20to","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586480226,"modifiedTime":1778586480226,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}ŹfëRt         !items!QlbEh3Sa8EMIbPvAŰE{"_id":"QlbEh3Sa8EMIbPvA","name":"Steel Hawk","type":"subclass","system":{"advancement":{"rx7fxFp1hi640Wt2":{"configuration":{"identifier":"launch","type":"dice","distance":{"units":""},"scale":{"3":{"number":3,"faces":8,"modifiers":[]},"7":{"number":4,"faces":8,"modifiers":[]},"10":{"number":4,"faces":10,"modifiers":[]},"15":{"number":5,"faces":10,"modifiers":[]},"18":{"number":5,"faces":12,"modifiers":[]}}},"_id":"rx7fxFp1hi640Wt2","type":"ScaleValue","flags":{},"hint":"","title":"Launch","value":{}},"IJxjGaunsOEsFjg4":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.CS8U7XhyS4Hrbw16","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.RFYkOyJ2Wi857MuG","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.h4nGll1jPvYsSIW3","optional":false}],"optional":false,"spell":null},"_id":"IJxjGaunsOEsFjg4","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"4WdKYwu7rXV2g9ey":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.5xEnQqMhknaWCfBn","optional":false}],"optional":false,"spell":null},"_id":"4WdKYwu7rXV2g9ey","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features","value":{}},"VB10AYSjEu0HM42W":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.UezYKmV3Nng0m0hz","optional":false}],"optional":false,"spell":null},"_id":"VB10AYSjEu0HM42W","type":"ItemGrant","flags":{},"level":10,"hint":"","title":"Features","value":{}},"lSQQ1L4jWmN3sd07":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.DDoYZIBbEDE4gWEi","optional":false}],"optional":false,"spell":null},"_id":"lSQQ1L4jWmN3sd07","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features","value":{}},"NuRQ9bv9GMQGG9vg":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.6rGRKv8YBmsElxuA","optional":false}],"optional":false,"spell":null},"_id":"NuRQ9bv9GMQGG9vg","type":"ItemGrant","flags":{},"level":18,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Master of All Arms and Armor</em></span></p>\n<p>Fighters all share an unparalleled prowess with weapons and armor, and are well acquainted with death, both meting it out and defying it.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Strength or Dexterity<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Constitution</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CS8U7XhyS4Hrbw16]{Level 3: Launch}</b></p>\n<p>When you choose this archetype at 3rd level, you learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a bonus action to leap horizontally, vertically, or a combination of both, up to a combined distance that totals no more than 15 feet. For example, you can choose to leap 10 feet horizontally and 5 feet vertically, potentially allowing you to avoid a dangerous trap or barricade blocking your path. When you reach 7th level in this class, the leapâ€™s distance can total up to 30 feet instead.</p>\n<p>You canâ€™t use this feature if your speed is 0, and if you leap completely horizontally, you still leap 1 foot off the ground. Leaping in this way doesnâ€™t provoke opportunity attacks, and if you fall immediately after using this feature, you can subtract up to 30 feet from the fall when calculating falling damage.</p>\n<p>You can use this feature three times, and you regain all expended uses of it when you finish a short or long rest. Beginning at 7th level, you can use this feature four times between rests, and beginning at 15th level, you can use it five times between rests.</p>\n<p>Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a melee weapon attack immediately after using Launch, you have advantage on the attack roll, and if the attack hits, the target takes an extra 1d8 damage of the weaponâ€™s type. At 10th level, this extra damage becomes 1d10, and at 18th level, it becomes 1d12. The attack can be made immediately after you land at the end of the leap or during the leapâ€™s movement.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.RFYkOyJ2Wi857MuG]{Level 3: Nimble Lancer}</b></p>\n<p>Starting at 3rd level, you are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the versatile property for you while youâ€™re not mounted, dealing 1d8 piercing damage on a hit when held with one hand and 1d12 piercing damage when wielded with two. When you use your Launch feature and immediately hit with a melee attack using a lance, it counts as if youâ€™re wielding it with two hands.</p>\n<p>If you hit a creature within 5 feet of you using a lance, you can immediately move up to 5 feet away from it, without provoking an opportunity attack from the target. You must be standing and have movement remaining in order to move in this way.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.h4nGll1jPvYsSIW3]{Level 3: Bird Caller}</b></p>\n<p>Also at 3rd level, you learn to identify common birds by their calls, and you have advantage on Wisdom (&amp;Reference[ani]{Animal Handling}) checks when interacting with any beast that has an innate flying speed. In addition, you gain the ability to cast the animal messenger spell, but only as a ritual and only targeting a beast that has an innate flying speed.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.5xEnQqMhknaWCfBn]{Level 7: Steel Grace}</b></p>\n<p>Starting at 7th level, wearing armor doesnâ€™t impose disadvantage on your Dexterity (&amp;Reference[ste]{Stealth}) checks. In addition, whenever you make a [[/save dex format=long]], you can use your Launch feature as a reaction. When you do so, you take no damage if you succeed on the saving throw, and only half damage if you fail.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.UezYKmV3Nng0m0hz]{Level 10: Eagle Eye}</b></p>\n<p>Beginning at 10th level, your attack made immediately after or during your Launch scores a critical hit on a roll of 19 or 20. If you hit a flying creature with this attack, it must also make a [[/save str format=long]] (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, its speed is reduced to 0 feet until the start of its next turn.</p>\n<p>In addition, you gain proficiency in the &amp;Reference[prc]{PerceptioÄ©Éín} skill if you donâ€™t already have it, and your proficiency bonus is doubled for any Wisdom (&amp;Reference[prc]{Perception}) check you make that relies on sight.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.DDoYZIBbEDE4gWEi]{Level 15: Predatory Instinct}</b></p>\n<p>Starting at 15th level, you have advantage on initiative rolls, and when you roll initiative and have no uses of Launch remaining, you regain one use.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.6rGRKv8YBmsElxuA]{Level 18: Improved Launch}</b></p>\n<p>Starting at 18th level, when you hit a creature with a melee weapon attack immediately after or during your Launch, it must also succeed on a [[/save str format=long]] (save DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.</p>\n<p>In addition, you can &amp;Reference[push]{push} yourself beyond your normal limits when you use your Launch feature. When you do, your leap can total a maximum of 90 feet, instead of 30, and you donâ€™t suffer any damage from falling until you land again. Once you use this feature, you shouldnâ€™t do so again before you finish a short or long rest. Each time you do, you suffer one level of exhaustion. You canâ€™t use this feature in this way if youâ€™re suffering from two or more levels of exhaustion.</p>\n\n\n</div>","chat":""},"identifier":"steel-hawk","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"fighter","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Fighter","subclass":"Steel Hawk","id":230079761,"classDefinitionId":2190879,"definitionId":2320674,"subclassDefinitionId":2320674,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/813/638607458268123998.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/skills/melee/hand-grip-sword-red.webp","folder":"w5PFnAbm6O5o20to","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586481072,"modifiedTime":1778586481073,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}öWA#u         !items!Bo1KpuOLiDFVn38rďE{"_id":"Bo1KpuOLiDFVn38r","name":"Couatl Herald","type":"subclass","system":{"advancement":{"gVnYsGdwaXy6Vuid":{"configuration":{"identifier":"agent-of-mercy","type":"dice","distance":{"units":""},"scale":{"3":{"number":1,"faces":6,"modifiers":[]},"10":{"number":1,"faces":8,"modifiers":[]},"18":{"number":1,"faces":10,"modifiers":[]}}},"_id":"gVnYsGdwaXy6Vuid","type":"ScaleValue","flags":{},"hint":"","title":"Agent of Mercy","value":{}},"3vgf66pu4uicSvG5":{"configuration":{"identifier":"paragon","type":"dice","distance":{"units":""},"scale":{"15":{"number":1,"faces":8,"modifiers":[]},"18":{"number":1,"faces":10,"modifiers":[]}}},"_id":"3vgf66pu4uicSvG5","type":"ScaleValue","flags":{},"hint":"","title":"Paragon","value":{}},"Qn5ntAVgGxmDnU79":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.XnlRV89SPZuXrPvl","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.u70WN20RjMh2pYaY","optional":false}],"optional":false,"spell":null},"_id":"Qn5ntAVgGxmDnU79","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"vLBjWZKmegreNqgH":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.TKfsZBHWqnL5OmLN","optional":false}],"optional":false,"spell":null},"_id":"vLBjWZKmegreNqgH","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features","value":{}},"dD62LcF4cbusy4Wy":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.FWgzaILj1fCkErNk","optional":false}],"optional":false,"spell":null},"_id":"dD62LcF4cbusy4Wy","type":"ItemGrant","flags":{},"level":10,"hint":"","title":"Features","value":{}},"qiMvlzgSjW6zAX4b":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.fq6jsymkZ6Lg2prY","optional":false}],"optional":false,"spell":null},"_id":"qiMvlzgSjW6zAX4b","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features","value":{}},"PnbOht47YCJUVSAC":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.oSnNlpbrSeI4JE19","optional":false}],"optional":false,"spell":null},"_id":"PnbOht47YCJUVSAC","type":"ItemGrant","flags":{},"level":18,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Master of All Arms and Armor</em></span></p>\n<p>Fighters all share an unparalleled prowess with weapons and armor, and are well acquainted with death, both meting it out and defying it.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Strength or Dexterity<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Constitution</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XnlRV89SPZuXrPvl]{Level 3: Agent of Mercy}</b></p>\n<p>You harbor a wellspring of positive magic within yourself. It is represented by your Mercy Dice, which fuel features you have from this subclass. The Mercy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.</p>\n<table class=\"table-compendium\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>\n<h5 id=\"CuatlHeraldMercyDice\" class=\"compendium-hr quick-menu-exclude\">Cuatl Herald Mercy Dice</h5>\n</caption>\n<thead>\n<tr>\n<th>Fighter Level</th>\n<th>Die Size</th>\n<th>Number</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>D6</td>\n<td>3</td>\n</tr>\n<tr>\n<td>7</td>\n<td>D6</td>\n<td>4</td>\n</tr>\n<tr>\n<td>10</td>\n<td>D8</td>\n<td>4</td>\n</tr>\n<tr>\n<td>15</td>\n<td>D8</td>\n<td>5</td>\n</tr>\n<tr>\n<td>18</td>\n<td>D10</td>\n<td>5</td>\n</tr>\n</tbody>\n</table>\n<p>A Mercy Die is expended when you use it. You regain all expended Mercy Dice when you finish a Short or Long Rest.</p>\n<p><strong><em>Benevolent Presence.</em></strong> When you make a Wisdom (&amp;Reference[ins]{Insight}) check or Charisma (&amp;Reference[prf]{Performance} or &amp;Reference[per]{Persuasion}) check, you can expend one or more Mercy Dice and add those dice to the roll.</p>\n<p><strong><em>Merciless Strike.</em></strong> Once on each of your turns when you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend a Mercy Die to deal extra Radiant damage to the target equal to the Mercy Die roll.</p>\n<p><strong><em>Peaceful Ward.</em></strong> As a Bonus Action, you can expend a Mercy Die to gain Temporary Hit Points equal to the Mercy Die roll plus your Charisma modifier (minimum of 1 Temporary Hit Point).</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.u70WN20RjMh2pYaY]{Level 3: One of the People}</b></p>\n<p>You gain proficiency in the &amp;Reference[ins]{Insight} and &amp;Reference[per]{Persuasion} skills. In addition, when you would reduce a creature to 0 Hit Points with a melee or ranged attack, you can choose to knock it out, instead reducing the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (&amp;Reference[med]{Medicine}) check.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.TKfsZBHWqnL5OmLN]{Level 7: Peacebringer}</b></p>\n<p>Whenever you deal damage with a weapon or an Unarmed Strike, it can deal your choice of Radiant damage or its normal damage type.</p>\n<p>In addition, you always have the Calm Emotions and Sanctuary spells prepared. Your spellcasting ability for them is Charisma, and you can cast them without needing Somatic or Material components. With this feature, you can cast each of these spells without expending a spell slot. Once you cast a spell with this feature, you canâ€™t cast that spell in this way again until you finish a Short or Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FWgzaILj1fCkErNk]{Level 10: Calm Mind}</b></p>\n<p>Whenever you successfully persuade a creature to stand down or deescalate an otherwise violent situation, you regain one expended Mercy Die. If multiple creatures are persuaded in this way, you regain one expended Mercy Die for each affected creature.</p>\n<p>In addition, you have Immunity to the Charmed and Frightened conditions.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.fq6jsymkZ6Lg2prY]{Level 15: Paragon}</b></p>\n<p>Youâ€™ve learned how to lead your allies using magical words of empowerment. As a Bonus Action, you can command a creature you can see within 30 feet of you and expend a Mercy Die. If the creature can hear you, it gains Temporary Hit Points equal to the Mercy Die roll plus your Charisma modifier (minimum of 1 Temporary Hit Point), and it can immediately take a Reaction to move up to half its Speed without provoking Opportunity Attacks and make one attack with a weapon or an Unarmed Strike.</p>\n<p>If damage dealt by an attack made in this way would reduce a creature to 0 Hit Points, that creature is magically knocked out instead.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.oSnNlpbrSeI4JE19]{Level 18: Heraldic Enforcer}</b></p>\n<p>Your training has taught you to strike with the magic and force of a mighty couatl. You can use your Merciless Strike once on each of your turns without expending a Mercy Die. 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supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Monk Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Monk Traits table.</li>\n<li>Gain the Monkâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Monk Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity and Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Monk level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Dexterity</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[acr]{Acrobatics}, &amp;Reference[ath]{Athletics}, &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[rel]{Religion}, or &amp;Reference[ste]{Stealth}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons and Martial weapons that have the Light property</td>\n</tr>\n<tr>\n<th>Tool Proficiencies</th>\n<td><em>Choose one type of Artisanâ€™s Tools or Musical Instrument</em></td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>None</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Spear, 5 Daggers, Artisanâ€™s Tools or Musical Instrument chosen for the tool proficiency above, Explorerâ€™s Pack, and 11 GP; or (B) 50 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.cEhn47AvlrW3E1ZJ]{Level 1: Martial Arts}</b></p>\n<p>Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:</p>\n<ul>\n<li>Simple Melee weapons</li>\n<li>Martial Melee weapons that have the Light property</li>\n</ul>\n<p>You gain the following benefits while you are unarmed or wielding only Monk weapons and you arenâ€™t wearing armor or wielding a Shield.</p>\n<p><strong><em>Bonus Unarmed Strike.</em></strong> You can make an Unarmed Strike as a Bonus Action.</p>\n<p><strong><em>Martial Arts Die.</em></strong> You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.</p>\n<p><strong><em>Dexterous Attacks.</em></strong> You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0GPjcgWavXVosOAd]{Level 1: Unarmored Defense}</b></p>\n<p>While you arenâ€™t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.uFpxzziOIok8NZah]{Level 2: Monkâ€™s Focus}</b></p>\n<p>Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.</p>\n<p>You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.</p>\n<p>When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.</p>\n<p>Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.</p>\n<p><strong><em>Flurry of Blows.</em></strong> You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.</p>\n<p><strong><em>Patient Defense.</em></strong> You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.</p>\n<p><strong><em>Step of the Wind.</em></strong> You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ENVlPXxceuJbAQrm]{Level 2: Unarmored Movement}</b></p>\n<p>Your speed increases by 10 feet while you arenâ€™t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.b4vXmpB0tdW0AGVs]{Level 2: Uncanny Metabolism}</b></p>\n<p>When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vqLzjcErcKpEUiaD]{Level 3: Deflect Attacks}</b></p>\n<p>When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attackâ€™s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.</p>\n<p>If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attackâ€™s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isnâ€™t behind Total Cover if the attack was a ranged attack. That creature must succeed on a [[/save dex format=long]] or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.</p>\n\n<p><b>Level 3: Monk Subclass</b></p>\n<p>You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Monk level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.TIlrpV8SFRZddNk4]{Level 4: &amp;Reference[slow]{Slow} Fall}</b></p>\n<p>You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.hQJSLTPZz8Puwlgw]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XQerM2JZAb7Qa06w]{Level 5: Stunning Strike}</b></p>\n<p>Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a [[/save con format=long]]. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the targetâ€™s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YbCGaxkYDIdYIvs3]{Level 6: Empowered Strikes}</b></p>\n<p>Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.yuoZxVE6hxN9FK9T]{Level 7: Evasion}</b></p>\n<p>When youâ€™re subjected to an effect that allows you to make a [[/save dex format=long]] to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.</p>\n<p>You donâ€™t benefit from this feature if you have the Incapacitated condition.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZpSddGY5xl8ExngL]{Level 9: Acrobatic Movement}</b></p>\n<p>While you arenâ€™t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.miwsOjjkzPLBnAfs]{Level 10: Heightened Focus}</b></p>\n<p>Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.</p>\n<p><strong><em>Flurry of Blows.</em></strong> You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.</p>\n<p><strong><em>Patient Defense.</em></strong> When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.</p>\n<p><strong><em>Step of the Wind.</em></strong> When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creatureâ€™s movement doesnâ€™t provoke Opportunity Attacks.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.tfwFUJ4PdQcyioSD]{Level 10: Self-Restoration}</b></p>\n<p>Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.</p>\n<p>In addition, forgoing food and drink doesnâ€™t give you levels of Exhaustion.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.hZLbYgGkwR4pYFH2]{Level 13: Deflect Energy}</b></p>\n<p>You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.UGjIgI8cqg1rwwle]{Level 14: Disciplined Survivor}</b></p>\n<p>Your physical and mental discipline grant you proficiency in all saving throws.</p>\n<p>Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0i1RSVeM0i0rbm2y]{Level 15: Perfect Focus}</b></p>\n<p>When you roll Initiative and donâ€™t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.d7YT8VXxTYBZa7Ym]{Level 18: Superior Defense}</b></p>\n<p>At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ThpoAEIZwLZDBPgg]{Level 20: Body and Mind}</b></p>\n<p>You have developed your body and mind to new heights. 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reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Monk Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Monk Traits table.</li>\n<li>Gain the Monkâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Monk Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity and Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Monk level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Dexterity</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[acr]{Acrobatics}, &amp;Reference[ath]{Athletics}, &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[rel]{Religion}, or &amp;Reference[ste]{Stealth}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons and Martial weapons that have the Light property</td>\n</tr>\n<tr>\n<th>Tool Proficiencies</th>\n<td><em>Choose one type of Artisanâ€™s Tools or Musical Instrument</em></td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>None</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Spear, 5 Daggers, Artisanâ€™s Tools or Musical Instrument chosen for the tool proficiency above, Explorerâ€™s Pack, and 11 GP; or (B) 50 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.cEhn47AvlrW3E1ZJ]{Level 1: Martial Arts}</b></p>\n<p>Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:</p>\n<ul>\n<li>Simple Melee weapons</li>\n<li>Martial Melee weapons that have the Light property</li>\n</ul>\n<p>You gain the following benefits while you are unarmed or wielding only Monk weapons and you arenâ€™t wearing armor or wielding a Shield.</p>\n<p><strong><em>Bonus Unarmed Strike.</em></strong> You can make an Unarmed Strike as a Bonus Action.</p>\n<p><strong><em>Martial Arts Die.</em></strong> You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.</p>\n<p><strong><em>Dexterous Attacks.</em></strong> You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0GPjcgWavXVosOAd]{Level 1: Unarmored Defense}</b></p>\n<p>While you arenâ€™t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.uFpxzziOIok8NZah]{Level 2: Monkâ€™s Focus}</b></p>\n<p>Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.</p>\n<p>You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.</p>\n<p>When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.</p>\n<p>Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.</p>\n<p><strong><em>Flurry of Blows.</em></strong> You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.</p>\n<p><strong><em>Patient Defense.</em></strong> You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.</p>\n<p><strong><em>Step of the Wind.</em></strong> You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ENVlPXxceuJbAQrm]{Level 2: Unarmored Movement}</b></p>\n<p>Your speed increases by 10 feet while you arenâ€™t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.b4vXmpB0tdW0AGVs]{Level 2: Uncanny Metabolism}</b></p>\n<p>When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vqLzjcErcKpEUiaD]{Level 3: Deflect Attacks}</b></p>\n<p>When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attackâ€™s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.</p>\n<p>If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attackâ€™s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isnâ€™t behind Total Cover if the attack was a ranged attack. That creature must succeed on a [[/save dex format=long]] or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.</p>\n\n<p><b>Level 3: Monk Subclass</b></p>\n<p>You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Monk level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.TIlrpV8SFRZddNk4]{Level 4: &amp;Reference[slow]{Slow} Fall}</b></p>\n<p>You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.hQJSLTPZz8Puwlgw]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XQerM2JZAb7Qa06w]{Level 5: Stunning Strike}</b></p>\n<p>Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a [[/save con format=long]]. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the targetâ€™s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YbCGaxkYDIdYIvs3]{Level 6: Empowered Strikes}</b></p>\n<p>Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.yuoZxVE6hxN9FK9T]{Level 7: Evasion}</b></p>\n<p>When youâ€™re subjected to an effect that allows you to make a [[/save dex format=long]] to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.</p>\n<p>You donâ€™t benefit from this feature if you have the Incapacitated condition.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZpSddGY5xl8ExngL]{Level 9: Acrobatic Movement}</b></p>\n<p>While you arenâ€™t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.miwsOjjkzPLBnAfs]{Level 10: Heightened Focus}</b></p>\n<p>Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.</p>\n<p><strong><em>Flurry of Blows.</em></strong> You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.</p>\n<p><strong><em>Patient Defense.</em></strong> When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.</p>\n<p><strong><em>Step of the Wind.</em></strong> When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creatureâ€™s movement doesnâ€™t provoke Opportunity Attacks.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.tfwFUJ4PdQcyioSD]{Level 10: Self-Restoration}</b></p>\n<p>Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.</p>\n<p>In addition, forgoing food and drink doesnâ€™t give you levels of Exhaustion.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.hZLbYgGkwR4pYFH2]{Level 13: Deflect Energy}</b></p>\n<p>You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.UGjIgI8cqg1rwwle]{Level 14: Disciplined Survivor}</b></p>\n<p>Your physical and mental discipline grant you proficiency in all saving throws.</p>\n<p>Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0i1RSVeM0i0rbm2y]{Level 15: Perfect Focus}</b></p>\n<p>When you roll Initiative and donâ€™t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.d7YT8VXxTYBZa7Ym]{Level 18: Superior Defense}</b></p>\n<p>At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ThpoAEIZwLZDBPgg]{Level 20: Body and Mind}</b></p>\n<p>You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.</p>\n\n\n</div>","chat":""},"identifier":"monk","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"z3xcULs5Q70zNQ2D","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepSpear00000","requiresProficiency":false,"_id":"O0MjTQnMYC8Xq3AM","group":"z3xcULs5Q70zNQ2D","sort":200000},{"type":"linked","count":5,"key":"Compendium.dnd5e.equipment24.Item.phbwepDagger0000","requiresProficiency":false,"_id":"0ZcOXGUX7x39CPpk","group":"z3xcULs5Q70zNQ2D","sort":300000},{"type":"OR","requiresProficiency":false,"_id":"ncjqhMc9uV04Fsot","group":"z3xcULs5Q70zNQ2D","sort":400000},{"type":"tool","count":null,"key":"art","requiresProficiency":false,"_id":"OXoYOVMKJDenBZFc","group":"ncjqhMc9uV04Fsot","sort":500000},{"type":"tool","count":null,"key":"music","requiresProficiency":false,"_id":"RF2oOqFXh93aM6dA","group":"ncjqhMc9uV04Fsot","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagExplorersPa","requiresProficiency":false,"_id":"YZ87ItdbDaRpBDQ2","group":"z3xcULs5Q70zNQ2D","sort":700000},{"type":"currency","count":11,"key":"gp","requiresProficiency":false,"_id":"LFeGHcHHhv8YPetO","group":"z3xcULs5Q70zNQ2D","sort":800000}],"hd":{"denomination":"d8","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["dex","wis"],"all":false},"properties":[],"spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","id":230079786,"classDefinitionId":2190880,"definitionId":2190880,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/control/silhouette-hold-change-blue.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586546475,"modifiedTime":1778586546476,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}pĘźĆYµ         !items!z7R7znVHDRFNvlyY˛>{"_id":"z7R7znVHDRFNvlyY","name":"Way of the Aether","type":"subclass","system":{"advancement":{"shMxSatVCnucbEvT":{"configuration":{"identifier":"spirit-strike","type":"dice","distance":{"units":""},"scale":{"3":{"number":1,"faces":6,"modifiers":[]},"5":{"number":1,"faces":8,"modifiers":[]},"11":{"number":1,"faces":10,"modifiers":[]},"17":{"number":1,"faces":12,"modifiers":[]}}},"_id":"shMxSatVCnucbEvT","type":"ScaleValue","flags":{},"hint":"","title":"Spirit Strike","value":{}},"Jcae4L1gJFvJqBOk":{"configuration":{"identifier":"spectral-guide","type":"string","distance":{"units":""},"scale":{"6":{"value":"CR 1/2"},"8":{"value":"CR 1"},"11":{"value":"CR 2"},"14":{"value":"CR 3"},"17":{"value":"CR 4"}}},"_id":"Jcae4L1gJFvJqBOk","type":"ScaleValue","flags":{},"hint":"","title":"Spectral Guide","value":{}},"XD7u6Y0MXs9Co3gN":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.ZQguSqZKMejmsYOh","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.j3VcG1YdT1KMxk3g","optional":false}],"optional":false,"spell":null},"_id":"XD7u6Y0MXs9Co3gN","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"PWDnkc6lhOeoZXVh":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.I8Y6Z4RVrn9gYRDR","optional":false}],"optional":false,"spell":null},"_id":"PWDnkc6lhOeoZXVh","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"3aDGqtghTSwmDak5":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.FVEaHZ8cYSqc7tcH","optional":false}],"optional":false,"spell":null},"_id":"3aDGqtghTSwmDak5","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"xq4K7pczIc507kBP":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.2gd6laxOV0aa0rxa","optional":false}],"optional":false,"spell":null},"_id":"xq4K7pczIc507kBP","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZQguSqZKMejmsYOh]{Level 3: Spirit Strike}</b></p>\n<p>When you choose this tradition at 3rd level, you learn to send out blue flashes of spiritual energy to attack your foes. Whenever you make an unarmed strike, you can choose to make a melee spell attack with your spirit instead. You are proficient with this attack, which has a reach of 30 feet, and you add your Wisdom modifier to its attack and damage rolls. Its damage type is force, and its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of <a href=\"https://www.dndbeyond.com/classes/2190880-monk#CoreMonkTraits\">the Monk table</a>.</p>\n<p>When you reach 6th level in this class, you can use your Stunning Strike feature when you hit a creature with your Spirit Strike.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.j3VcG1YdT1KMxk3g]{Level 3: Spirit Hand}</b></p>\n<p>Also at 3rd level, you learn the mage hand cantrip, which you can cast and control as a bonus action. When you cast it, it doesnâ€™t require verbal or somatic components. The hand from the spell appears as a blue, spiritual copy of your own.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.I8Y6Z4RVrn9gYRDR]{Level 6: Spectral Guide}</b></p>\n<p>Starting at 6th level, you canâ€™t be possessed by ghosts or similar undead creatures, and you can use an action to spend 2 focus points to cast either the gentle repose or see invisibility spell, without providing material components. You also gain the spare the dying cantrip if you donâ€™t already know it.</p>\n<p>Furthermore, you learn how to free certain souls from their undead vessels when you harness your focus. You gain the following ability:</p>\n<p><em><strong>Dismiss Undead.</strong></em> When you hit an undead with one of the attacks granted by your Flurry of Blows, you can force it to make a [[/save wis format=long]] against your focus points save DC. On a failed save, its spirit leaves and is put to rest, causing the creature to either vanish or become an unmoving corpse once more.</p>\n<p>If the creatureâ€™s challenge rating is above the threshold shown in the following table, it automatically succeeds on the saving throw.</p>\n<h4>Dismiss Undead Table</h4>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Monk Level</th>\n<th>CR Threshold</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>6th</td>\n<td>1/2 or lower</td>\n</tr>\n<tr>\n<td>8th</td>\n<td>1 or lower</td>\n</tr>\n<tr>\n<td>11th</td>\n<td>2 or lower</td>\n</tr>\n<tr>\n<td>14th</td>\n<td>3 or lower</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>4 or lower</td>\n</tr>\n</tbody>\n</table>\n<p>If a creature has a bonus or penalty against any effect that turns undead, that bonus or penalty also applies to this effect.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FVEaHZ8cYSqc7tcH]{Level 11: Ghost Walker}</b></p>\n<p>Beginning at 11th level, you are familiar with how ghosts and creatures of the Border Ethereal meld into the Material Plane. You can choose to partially slip into the Ethereal Plane, granting you the following benefits:</p>\n<p><em><strong>Etherstep.</strong></em> You can spend 1 focus point as a bonus action to turn invisible until the end of your next turn, or until you make an attack or cast a spell.</p>\n<p>Alternatively, you can spend an extra focus point as part of your Step of the Wind to gain this benefit. When you do, you can also move through hostile creatures and solid objects no more than 4 inches thick for as long as you remain invisible.</p>\n<p><em><strong>Phase.</strong></em> When you are hit by an attack, you can use your reaction to reduce the attackâ€™s damage against you by an amount equal to your monk level as you partially slip into the Border Ethereal. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.2gd6laxOV0aa0rxa]{Level 17: Sight Beyond Sight}</b></p>\n<p>At 17th level, you gain &amp;Reference[truesight]{truesight} and telepathy out to 60 feet, as you are able to clearly see the world and connect to the souls within it using aether.</p>\n<p>In addition, you can use an action to cast the etherealness spell. When you do, the spell has a duration of 1 minute. Once you cast this spell, you canâ€™t cast it again until you finish a long rest.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-aether","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Aether","id":230079786,"classDefinitionId":2190880,"definitionId":2320662,"subclassDefinitionId":2320662,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/magic/control/silhouette-hold-change-blue.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586547534,"modifiedTime":1778586547535,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}ćö7,¶         !items!cwLJGTUb85cNydrN…6{"_id":"cwLJGTUb85cNydrN","name":"Warrior of the Celestial","type":"subclass","system":{"advancement":{"zCU28RvSRW905cPx":{"configuration":{"identifier":"celestial-emissary","type":"dice","distance":{"units":""},"scale":{"11":{"number":1,"faces":10,"modifiers":[]},"17":{"number":1,"faces":12,"modifiers":[]}}},"_id":"zCU28RvSRW905cPx","type":"ScaleValue","flags":{},"hint":"","title":"Celestial Emissary","value":{}},"OmyKrwR6qkSKJGkz":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.299j7A0ADUWkdc3Z","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.qbKI05RH3gm4cMcP","optional":false}],"optional":false,"spell":null},"_id":"OmyKrwR6qkSKJGkz","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"yUyomqsP0NHPpp5D":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.6RCYdkmdfKmAN4Nc","optional":false}],"optional":false,"spell":null},"_id":"yUyomqsP0NHPpp5D","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"873BL3t3Ik5rQmmB":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.wwYPktBaOTleohdW","optional":false}],"optional":false,"spell":null},"_id":"873BL3t3Ik5rQmmB","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"FxeIMOXQmvePvnsN":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.YKDEC8fAQPMfflTm","optional":false}],"optional":false,"spell":null},"_id":"FxeIMOXQmvePvnsN","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.299j7A0ADUWkdc3Z]{Level 3: Celestial Connection}</b></p>\n<p>You can speak telepathically to any creature you can see within 30 feet of yourself. You donâ€™t need to share a language with the creature for it to understand your telepathic communications, but the creature must be able to understand at least one language. Your communication doesnâ€™t give the creature the ability to respond to you telepathically.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.qbKI05RH3gm4cMcP]{Level 3: Soul-Searching Strike}</b></p>\n<p>When you touch a creature or hit it with an Unarmed Strike, you can expend 1 Focus Point (no action required) to peer into its soul. Until the end of your next turn, or for 1 minute if you arenâ€™t in combat, you are aware of the targetâ€™s emotions and its most obvious desire. At the GMâ€™s option, you may also discern its current number of Hit Points or one piece of the targetâ€™s &amp;Reference[his]{history}. In addition, you have Advantage on the next attack roll you make against the target before the end of your turn, and you have Advantage on Wisdom (&amp;Reference[ins]{Insight}) checks made to interact with the target until this effect ends.</p>\n<p>Whenever you hit a creature with an attack granted by your Flurry of Blows, you can use this feature without expending a Focus Point.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.6RCYdkmdfKmAN4Nc]{Level 6: Stabilizing Focus}</b></p>\n<p>You can harness and channel healing energy. As a Magic action, you can touch a Bloodied creature and expend 1 or more Focus Points. For each Focus Point you expend, the creature regains 5 Hit Points. This feature can restore a creature to no more than half its Hit Point maximum.</p>\n<p>In addition, you can expend 2 Focus Points to cast one of the following spells without a spell slot or Material component: Enhance Ability, Lesser Restoration, or Protection from Evil and Good. Your spellcasting ability for these spells is Wisdom.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.wwYPktBaOTleohdW]{Level 11: Celestial Emissary}</b></p>\n<p>Your connection to Celestials can be used to expand your mindâ€™s reach. You always have the Dream and Scrying spells prepared. Your spellcasting ability for them is Wisdom, and with this feature, you can cast them without expending a spell slot or needing Material components. Whenever you use this feature to cast Dream without expending a spell slot, only you can act as the dream messenger. Once you cast a spell with this feature, you canâ€™t cast that spell in this way again until you finish a Long Rest.</p>\n<p>In addition, when you make an attack roll with Advantage and hit, you can cause the target to take extra Radiant damage equal to one roll of your Martial Arts die. You can deal this extra damage a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YKDEC8fAQPMfflTm]{Level 17: Heavenborne}</b></p>\n<p>Your energy is perfectly intertwined with both harmful and healing Celestial magic. You gain the following benefits.</p>\n<p><strong><em>Improved Stabilizing Focus.</em></strong> You can use your Stabilizing Focus as a Bonus Action. In addition, when you use your Stabilizing Focus, you can target a Bloodied creature up to 30 feet away from you instead of one you touch.</p>\n<p><strong><em>Limited Flight.</em></strong> You gain a Fly Speed equal to your Speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.</p>\n<p><strong><em>Soul Strike.</em></strong> Your Unarmed Strikes deal an extra 1d4 Radiant damage on a hit.</p>\n\n\n</div>","chat":""},"identifier":"celestial","source":{"book":"GSB1","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Warrior of the Celestial","id":230079786,"classDefinitionId":2190880,"definitionId":2772577,"subclassDefinitionId":2772577,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/magic/control/silhouette-hold-change-blue.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586547603,"modifiedTime":1778586547604,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}^Á:Ó·         !folders!AmsTKtOsL5bkU0UlÚ{"_id":"AmsTKtOsL5bkU0Ul","name":"Oath of the Spelldrinker","color":"#222222","type":"Item","folder":"fAoX8F4eZfCILGwt","flags":{"ddbimporter":{"flagTag":"2024/features/Oath of the Spelldrinker"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586664452,"modifiedTime":1778586664452,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}rÁH4÷¸         !folders!yDGwa5Ze9QoOZxZgÎ{"_id":"yDGwa5Ze9QoOZxZg","name":"Oath of the Hearth","color":"#222222","type":"Item","folder":"fAoX8F4eZfCILGwt","flags":{"ddbimporter":{"flagTag":"2024/features/Oath of the Hearth"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586664515,"modifiedTime":1778586664515,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}RSqEłą         !items!vgspYXR3hrTWvgy7ú.{"_id":"vgspYXR3hrTWvgy7","name":"Circle Magic Casting","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>Wh˘tPîen you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). 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Improvement"},"uwQ8nl1Zya3PHtGA":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"uwQ8nl1Zya3PHtGA","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Devout Warrior of Sacred Oaths</em></span></p>\n<p>Paladins live on the front lines of the cosmic struggle, united by their oaths against the forces of annihilation.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Strength &amp; Charisma<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Paladin Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Paladin Traits table.</li>\n<li>Gain the Paladinâ€™s level 1 features, which are listed in the Paladin Features table.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Paladin Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Strength and Charisma</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D10 per Paladin level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Wisdom and Charisma</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[ath]{Athletics}, &amp;Reference[ins]{Insight}, &amp;Reference[itm]{Intimidation}, &amp;Reference[med]{Medicine}, &amp;Reference[per]{Persuasion}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple and Martial weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light, Medium, and Heavy armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priestâ€™s Pack, and 9 GP; or (B) 150 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.9aBPiWR7YfnT4gQx]{Level 1: Lay On Hands}</b></p>\n<p>Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.</p>\n<p>As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.</p>\n<p>You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points donâ€™t also restore Hit Points to the creature.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.z0TF2c6I3s9wy9yA]{Level 1: Spellcasting}</b></p>\n<p>You have learned to cast spells through prayer and meditation.</p>\n<p><strong><em>Spell Slots.</em></strong> The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+</em></strong>. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells.</p>\n<p>The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.</p>\n<p>If another Paladin feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Charisma is your spellcasting ability for your Paladin spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.</p>\n<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vgspYXR3hrTWvgy7]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>Level 2: Fighting Style</b></p>\n<p>You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.HvXoHvZqvc7uXAgL]{Level 2: Paladinâ€™s Smite}</b></p>\n<p>You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.8qSLNkWmA4smCdsf]{Level 3: Channel Divinity}</b></p>\n<p>You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this classâ€™s Channel Divinity, you choose which effect from this class to create.</p>\n<p>You can use this classâ€™s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.</p>\n<p>If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this classâ€™s Spellcasting feature.</p>\n<p><strong><em>Divine Sense.</em></strong> As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.</p>\n\n<p><b>Level 3: Paladin Subclass</b></p>\n<p>You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Paladin level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FjKgv4WZ8naWx9ie]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.B3Qk6BO8V2KydolG]{Level 5: Faithful Steed}</b></p>\n<p>You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.</p>\n<p>You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.BdG53I59nZcAnuTQ]{Level 6: Aura of Protection}</b></p>\n<p>You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.</p>\n<p>You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).</p>\n<p>If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.7cXVWrpk7qf5G4JP]{Level 9: Abjure Foes}</b></p>\n<p>As a Magic action, you can expend one use of this classâ€™s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a [[/save wis format=long]] or have the Frightened condition for 1 minute or until it takes any damage. WhˇŁÁ“îile Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ts7a5zA7OVxEujxL]{Level 10: Aura of Courage}</b></p>\n<p>You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.6dtDUBSWOEYulY0N]{Level 11: Radiant Strikes}</b></p>\n<p>Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.jSMx5b22qzmlxYXk]{Level 14: Restoring Touch}</b></p>\n<p>When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points donâ€™t also restore Hit Points to the creature.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.1TJ3LwvRlzRBNAuL]{Level 18: Aura Expansion}</b></p>\n<p>Your Aura of Protection is now a 30-foot Emanation.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n\n</div>","chat":""},"identifier":"paladin","source":{"book":"PHB 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Improvement","value":{}},"uwQ8nl1Zya3PHtGA":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"uwQ8nl1Zya3PHtGA","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Devout Warrior of Sacred Oaths</em></span></p>\n<p>Paladins live on the front lines of the cosmic struggle, united by their oaths against the forces of annihilation.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Strength &amp; Charisma<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Paladin Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Paladin Traits table.</li>\n<li>Gain the Paladinâ€™s level 1 features, which are listed in the Paladin Features table.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Paladin Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Strength and Charisma</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D10 per Paladin level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Wisdom and Charisma</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[ath]{Athletics}, &amp;Reference[ins]{Insight}, &amp;Reference[itm]{Intimidation}, &amp;Reference[med]{Medicine}, &amp;Reference[per]{Persuasion}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple and Martial weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light, Medium, and Heavy armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priestâ€™s Pack, and 9 GP; or (B) 150 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.9aBPiWR7YfnT4gQx]{Level 1: Lay On Hands}</b></p>\n<p>Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.</p>\n<p>As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.</p>\n<p>You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points donâ€™t also restore Hit Points to the creature.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.z0TF2c6I3s9wy9yA]{Level 1: Spellcasting}</b></p>\n<p>You have learned to cast spells through prayer and meditation.</p>\n<p><strong><em>Spell Slots.</em></strong> The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+</em></strong>. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells.</p>\n<p>The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.</p>\n<p>If another Paladin feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Charisma is your spellcasting ability for your Paladin spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.</p>\n<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vgspYXR3hrTWvgy7]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>Level 2: Fighting Style</b></p>\n<p>You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.HvXoHvZqvc7uXAgL]{Level 2: Paladinâ€™s Smite}</b></p>\n<p>You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.8qSLNkWmA4smCdsf]{Level 3: Channel Divinity}</b></p>\n<p>You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this classâ€™s Channel Divinity, you choose which effect from this class to create.</p>\n<p>You can use this classâ€™s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.</p>\n<p>If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this classâ€™s Spellcasting feature.</p>\n<p><strong><em>Divine Sense.</em></strong> As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.</p>\n\n<p><b>Level 3: Paladin Subclass</b></p>\n<p>You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Paladin level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FjKgv4WZ8naWx9ie]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.B3Qk6BO8V2KydolG]{Level 5: Faithful Steed}</b></p>\n<p>You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.</p>\n<p>You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.BdG53I59nZcAnuTQ]{Level 6: Aura of Protection}</b></p>\n<p>You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.</p>\n<p>You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).</p>\n<p>If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.7cXVWrpk7qf5G4JP]{Level 9: Abjure Foes}</b></p>\n<p>As a Magic action, you can expend one use of this classâ€™s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a [[/save wis format=long]] or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ts7a5zA7OVxEujxL]{Level 10: Aura of Courage}</b></p>\n<p>You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.6dtDUBSWOEYulY0N]{Level 11: Radiant Strikes}</b></p>\n<p>Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.jSMx5b22qzmlxYXk]{Level 14: Restoring Touch}</b></p>\n<p>When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points donâ€™t also restore Hit Points to the creature.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.1TJ3LwvRlzRBNAuL]{Level 18: Aura Expansion}</b></p>\n<p>Your Aura of Protection is now a 30-foot Emanation.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n\n</div>","chat":""},"identifier":"paladin","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"55QxZJqMqe2yhcIx","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmChainMail0","requiresProficiency":false,"_id":"CMW1osn8yyeBlaFN","group":"55QxZJqMqe2yhcIx","sort":200000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmShield0000","requiresProficiency":false,"_id":"DetedjFDDGEZPfHF","group":"55QxZJqMqe2yhcIx","sort":300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepLongsword0","requiresProficiency":false,"_id":"2bS7ztlTwaWy3vBR","group":"55QxZJqMqe2yhcIx","sort":400000},{"type":"linked","count":6,"key":"Compendium.dnd5e.equipment24.Item.phbwepJavelin000","requiresProficiency":false,"_id":"ah68oZH9CElaDWV7","group":"55QxZJqMqe2yhcIx","sort":500000},{"type":"focus","count":null,"key":"holy","requiresProficiency":false,"_id":"RDI84jZHYTkZIB8k","group":"55QxZJqMqe2yhcIx","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagPriestsPack","requiresProficiency":false,"_id":"QtswKbw3wDtJyho7","group":"55QxZJqMqe2yhcIx","sort":650000},{"type":"currency","count":9,"key":"gp","requiresProficiency":false,"_id":"YWOqClo8j5g8L4Ml","group":"55QxZJqMqe2yhcIx","sort":750000}],"hd":{"denomination":"d10","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["str","cha"],"all":false},"properties":[],"spellcasting":{"progression":"half","ability":"cha","preparation":{"formula":""}}},"flags":{"ddbimporter":{"class":"Paladin","id":230079823,"classDefinitionId":2190881,"definitionId":2190881,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/832/638607458605123169.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":2,"spellCastingAbility":"cha"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","folder":"NriAKWv92Bq51Edr","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586676333,"modifiedTime":1778586676334,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}8 &éLĺ         !items!0ZOL5eg7wc8dQ4hGÝ0{"_id":"0ZOL5eg7wc8dQ4hG","name":"Oath of the Spelldrinker","type":"subclass","system":{"advancement":{"syfRsttbXMjarbsO":{"configuration":{"identifier":"aura-of-disruption","type":"number","distance":{"units":""},"scale":{"7":{"value":10},"18":{"value":30}}},"_id":"syfRsttbXMjarbsO","type":"ScaleValue","flags":{},"hint":"","title":"Aura of Disruption","value":{}},"936swFX5tBKiEJcJ":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.tL2TakesP0rfQXRD","optional":false}],"optional":false,"spell":null},"_id":"936swFX5tBKiEJcJ","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"djKdCGr4OiLxEUCx":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.7yIrTwHSkp7YaBAv","optional":false}],"optional":false,"spell":null},"_ď±ó8id":"djKdCGr4OiLxEUCx","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features","value":{}},"wPAybzKcc7wskl0a":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.sTUPcS1XQrCZRzLB","optional":false}],"optional":false,"spell":null},"_id":"wPAybzKcc7wskl0a","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features","value":{}},"1R3QLHj8DZG5fYBF":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.3t100YbiMrtdGnre","optional":false}],"optional":false,"spell":null},"_id":"1R3QLHj8DZG5fYBF","type":"ItemGrant","flags":{},"level":20,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Devout Warrior of Sacred Oaths</em></span></p>\n<p>Paladins live on the front lines of the cosmic struggle, united by their oaths against the forces of annihilation.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Strength &amp; Charisma<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.tL2TakesP0rfQXRD]{Level 3: Channel Divinity (Legacy)}</b></p>\n<p>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p>\n<p><em><strong>Absorb Magic.</strong></em> You can refute certain spells and use them to nourish yourself. Using your Channel Divinity, you can interrupt a creature you can see within 30 feet of you casting a spell. You can use a reaction when you see a creature within range casting a spell to present your holy symbol and interrupt it. The spell fails and has no effect if it is of a level no higher than 1 + your paladin level divided by 3 (rounded up), to a maximum of 6th-level spells. When it does, you gain a number of temporary hit points equal to your Charisma modifier, plus 5 times the spellâ€™s level.</p>\n<p><em><strong>Expeditious Command.</strong></em> You can use your Channel Divinity to issue a word of power and release a wave of invigorating energy from your holy symbol. As a bonus action, choose a number of creatures within 30 feet of you up to your Charisma modifier (minimum one creature). Until the start of your next turn, the chosen creatures can use a bonus action to take either Dash or Disengage action. As part of using your Channel Divinity in this way, you can also take either the Dash or Disengage action.</p>\n\n<p><b>Level 3: Bonus Proficiency</b></p>\n<p>Starting at 3rd level, you gain proficiency in the &amp;Reference[arc]{Arcana} skill.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.7yIrTwHSkp7YaBAv]{Level 7: Aura of Disruption}</b></p>\n<p>Beginning at 7th level, the arcane energy that hangs around you is volatile to enemy spellcasters. Whenever a hostile creature ends its turn within 10 feet of you while concentrating on a spell, it must succeed on a [[/save con format=long]] against your paladin spell save DC or lose concentration on the spell. In addition, you and friendly creatures within 10 feet of you canâ€™t be perceived through magical scrying sensors.</p>\n<p>At 18th level, the range of this aura increases to 30 feet.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.sTUPcS1XQrCZRzLB]{Level 15: Armored Focus}</b></p>\n<p>Starting at 15th level, while you are concentrating on a paladin spell, your concentration canâ€™t be broken as a result of taking damage.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.3t100YbiMrtdGnre]{Level 20: Arcane Conduit}</b></p>\n<p>At 20th level, as an action, you can emanate a field of crackling magic in a 30-foot radius. For 1 minute, you gain the following benefits:</p>\n<ul>\n<li>You have resistance to damage from spells and have advantage on saving throws against spells.</li>\n<li>Whenever a creature hits you with a melee attack, that creature takes force damage equal to your Charisma modifier (minimum of 1) as magical energy lashes out at them.</li>\n<li>When you expend a spell slot of 1st level or higher, friendly creatures in the field regain a number of hit points equal to your Charisma modifier (minimum of 1), while hostile ones take force damage equal to the same amount instead.</li>\n</ul>\n<p>Once you use this feature, you canâ€™t use it again until you finish a long rest.</p>\n\n\n</div>","chat":""},"identifier":"spelldrinker","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"paladin","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Paladin","subclass":"Oath of the Spelldrinker","id":230079823,"classDefinitionId":2190881,"definitionId":2320657,"subclassDefinitionId":2320657,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/832/638607458605123169.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","folder":"NriAKWv92Bq51Edr","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586677097,"modifiedTime":1778586677098,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}h•Â&– ć         !items!PGFfj1H25ei61h0Pď@{"_id":"PGFfj1H25ei61h0P","name":"Oath of the Hearth","type":"subclass","system":{"advancement":{"XEF7Ng5GWWCqWS0a":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.840pgOIdIhDbOhQ5","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.bPpKIXLvTJT52SbU","optional":false}],"optional":false,"spell":null},"_id":"XEF7Ng5GWWCqWS0a","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"Fuwq9yoTkX2zMZ7V":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.3fQhTEya0L4ZQwPk","optional":false}],"optional":false,"spell":null},"_id":"Fuwq9yoTkX2zMZ7V","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features","value":{}},"3rNQy0hKHFA99FiI":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.fpUdrjm3NHURo40N","optional":false}],"optional":false,"spell":null},"_id":"3rNQy0hKHFA99FiI","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features","value":{}},"SFvkUTfnFSsZaOnV":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.BurningHands24II","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.FindFamilia24III","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"SFvkUTfnFSsZaOnV","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Oath of the Hearth Spells","value":{}},"gUc46VPWECyv64Z3":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Aid24IIIIIIIIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.ContinuFlame24II","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"gUc46VPWECyv64Z3","type":"ItemGrant","flags":{},"level":5,"hint":"","title":"Oath of the Hearth Spells","value":{}},"EyVx1LpArMKofkVV":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.BeaconOfHope24II","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Daylight24IIIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"EyVx1LpArMKofkVV","type":"ItemGrant","flags":{},"level":9,"hint":"","title":"Oath of the Hearth Spells","value":{}},"6Ch1EixkAVXBUgyb":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.FireShield24IIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.GuardiOfFait24II","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"6Ch1EixkAVXBUgyb","type":"ItemGrant","flags":{},"level":13,"hint":"","title":"Oath of the Hearth Spells","value":{}},"bpq72Xdsaa5nvFn4":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.FlameStrike24III","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"bpq72Xdsaa5nvFn4","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Oath of the Hearth Spells","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Devout Warrior of Sacred Oaths</em></span></p>\n<p>Paladins live on the front lines of the cosmic struggle, united by their oaths against the forces of annihilation.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Strength &amp; Charisma<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.840pgOIdIhDbOhQ5]{Level 3: Oath of the Hearth Spells}</b></p>\n<p>The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Hearth Spells table, you thereafter always have the listed spells prepared.</p>\n<table id=\"OathoftheHearthSpells\" class=\"table-compendium table--sub-features\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Oath of the Hearth Spells</caption>\n<thead>\n<tr>\n<th>Paladin Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>Burning Hands, Find Familiar</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Aid, Continual Flame</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Beacon of Hope, Daylight</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Fire Shield, Guardian of Faith</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Flame Strike, Telepathic Bond</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.bPpKIXLvTJT52SbU]{Level 3: Burning Weapon}</b></p>\n<p>When you take the Attack action, you can expend one use of your Channel Divinity to ignite one Melee weapon that youâ€™re holding with fiery energy. For 10 minutes or until you use this feature again, you deal extra Fire damage equal to your Charisma modifier (minimum of 1) whenever you hit a target with that weapon, and each time you hit with it, you can cause it to deal its normal damage type or Fire damage.</p>\n<p>The weapon also emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.</p>\n<p>You can end this effect early (no action required). This effect also ends if you arenâ€™t carrying the weapon.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.3fQhTEya0L4ZQwPk]{Level 7: Aura of Warmth}</b></p>\n<p>You and your allies have Resistance to Cold and Fire damage while in your Aura of Protection.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.fpUdrjm3NHURo40N]{Level 15: Insulating Ward}</b></p>\n<p>Whenever you cast a level 1+ Paladin spell with a spell slot or cast a level 1+ spell without a spell slot using a Paladin feature, you and allies within your Aura of Protection each gain a number of Temporary Hit Points equal to the spellâ€™s level plus your Charisma modifier (minimum of 2 Temporary Hit Points).</p>\n\n<p><b>Level 20: Burning Spirit</b></p>\n<p>You can magically ignite yourself to embody your fiery soul. As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you canâ€™t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).</p>\n<p><strong><em>Firelight.</em></strong> You shed Bright Light that fills your Aura of Protection and Dim Light for an additional 30 feet.</p>\n<p><strong><em>Fleet of Foot.</em></strong> Your Speed increases by 10 feet. In addition, you can pass through and end a move in a space occupied by another creature as if that space were unoccupied, and ending a turn in a space with another creature doesnâ€™t cause you or that creature to have the Prone condition.</p>\n<p><strong><em>Vengeful Flame.</em></strong> At the end of each of your turns, each creature of your choice in a 10-foot Emanation originating from you takes Fire damage equal to twice your Charisma modifier (minimum of 2 Fire damage).</p>\n\n\n</div>","chat":""},"identifier":"hearth","source":{"book":"GSB1","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"paladin","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Paladin","subclass":"Oath of the Hearth","id":230079823,"classDefinitionId":2190881,"definitionId":2772580,"subclassDefinitionId":2772580,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/832/638607458605123169.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","folder":"NriAKWv92Bq51Edr","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586677175,"modifiedTime":1778586677175,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}™Uoăç         !folders!cpGzK7nd06JXE0Cuş{"_id":"cpGzK7nd06JXE0Cu","name":"Rocborne","color":"#222222","type":"Item","folder":"19eCNV2pVto9zU1g","flags":{"ddbimporter":{"flagTag":"2024/features/Rocborne"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586750322,"modifiedTime":1778586750322,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}cZÎ–ďč         !folders!d8TyFwSnV4BGNMWyĆ{"_id":"d8TyFwSnV4BGNMWy","name":"Winter Trapper","color":"#222222","type":"Item","folder":"19eCNV2pVto9zU1g","flags":{"ddbimporter":{"flagTag":"2024/features/Winter Trapper"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586750383,"modifiedTime":1778586750383,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}ŞW'_ é         !items!szWXNt1jgEQ5fCMbů.{"_id":"szWXNt1jgEQ5fCMb","name":"Circle Magic Casting","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n</div>","chat":""},"identifier":"circle-magic-casting","source":{"book":"FRHoF","page":"","license":"","custom":"","rules":"2024"},"crewed":false,"enchant":{},"prerequisites":{"items":[],"level":1,"repeatable":false},"properties":[],"requirements":"","type":{"value":"class","subtype":""}},"flags":{"ddbimporter":{"isChoiceFeature":false,"id":12373816,"type":"class","entityTypeId":12168134,"is2014":false,"is2024":true,"legacy":false,"originalName":"Circle Magic Casting","dndbeyond":{"requiredLevel":1,"displayOrder":23,"featureType":2,"classId":2190882,"entityType":"class-feature"},"class":"Ranger","classId":2190882,"optionalFeature":true,"defaultAdditionalActivities":{"enabled":true,"data":{}}},"midi-qol":{"onUseMacroParts":{}},"dnd5e":{"-=riders":null}},"img":"icons/magic/symbols/runes-star-pentagon-blue.webp","folder":"bKXtHTehyUIihNyq","_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578799548,"modifiedTime":1778586751195,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}ĆŚŞ ę         !items!70YUNTHqugAeMHAuč{"_id":"70YUNTHqugAeMHAu","name":"Spellcasting","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<p>You have learned to channel the magical essence of &amp;Reference[nat]{nature} to cast spells.</p>\n<p><strong><em>Spell Slots.</em></strong> The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. 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For example, if youâ€™re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.</p>\n<p>If another Ranger feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Ranger spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.</p>\n</div>","chat":""},"identifier":"spellcasting","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024"},"crewed":false,"enchant":{},"prerequisites":{"items":[],"level":1,"repeatable":false},"properties":[],"requirements":"","type":{"value":"class","subtype":""}},"flags":{"ddbimporter":{"isChoiceFeature":false,"id":10292303,"type":"class","entityTypeId":12168134,"is2014":false,"is2024":true,"legacy":false,"originalName":"Spellcasting","dndbeyond":{"requiredLevel":1,"displayOrder":2,"featureType":1,"class":"Ranger","classId":2190882,"entityType":"class-feature","levelScale":null,"levelScales":[],"limitedUse":[]},"class":"Ranger","classId":2190882,"defaultAdditionalActivities":{"enabled":true,"data":{}}},"midi-qol":{"onUseMacroParts":{}},"dnd5e":{"-=riders":null}},"img":"icons/magic/light/beam-rays-orange-large.webp","folder":"x9cOB2g7t5jqF1zM","_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578799596,"modifiedTime":1778586751667,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0},s\¦śë         !items!izJzstgqfr2ZWlm2ő${"_id":"izJzstgqfr2ZWlm2","name":"Favored Enemy","type":"feat","effects":[],"system":{"activities":{"damageHunMaclNe0":{"name":"Hunter's Mark","type":"damage","_id":"damageHunMaclNe0","img":null,"sort":0,"activation":{"type":"bonus","value":1,"condition":""},"consumption":{"targets":[{"type":"itemUses","target":"","value":"1","scaling":{"mode":"","formula":""}}],"scaling":{"allowed":false,"max":""}},"description":{},"duration":{"units":"inst","special":""},"effects":[],"flags":{},"range":{"value":"90","units":"ft","special":""},"target":{"prompt":true,"affects":{"count":"","type":"creature","choice":false,"special":""},"template":{"count":"","contiguous":false,"type":"","size":"","width":"","height":"","units":"ft"}},"uses":{"spent":0,"recovery":[]},"visibility":{"level":{},"requireAttunement":false,"requireIdentification":false,"requireMagic":false},"damage":{"critical":{"allow":false},"parts":[{"number":null,"denomination":null,"bonus":"","types":["force"],"custom":{"enabled":true,"formula":"@scale.ranger.favored-enemy"},"scaling":{"mode":"whole","number":null,"formula":""}}]},"useConditionText":"","useConditionReason":"","effectConditionText":"","macroData":{"name":"","command":""},"ignoreTraits":{"idi":false,"idr":false,"idv":false,"ida":false,"idm":false},"midiProperties":{"ignoreTraits":[],"triggeredActivityId":"none","triggeredActivityConditionText":"","triggeredActivityTargets":"targets","triggeredActivityRollAs":"self","confirmTargets":"default","automationOnly":false,"identifier":""},"isOverTimeFlag":false,"overTimeProperties":{"saveRemoves":true,"rollAs":"target","preRemoveConditionText":"","postRemoveConditionText":""},"regionBehavior":{"enabled":false,"dispositionFilter":-1,"excludeSource":true,"oncePerTurn":true,"wallRestriction":"none","regionVisibility":2,"rules":[]},"regionLight":{"enabled":false,"dim":0,"bright":0,"color":null,"alpha":0.5,"luminosity":0.5,"animationType":"","animationSpeed":5,"animationIntensity":5}}},"uses":{"spent":0,"max":"6","recovery":[{"period":"lr","type":"recoverAll"}]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<p class=\"compendium-hr\">Â You always have the <em>Hunterâ€™s Mark</em> spell prepared. 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Improvement"},"5S1k9YxD3P3w2W14":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"5S1k9YxD3P3w2W14","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Ranger Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Ranger Traits table.</li>\n<li>Gain the Rangerâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Ranger Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity and Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D10 per Ranger level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Dexterity</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 3:</em> &amp;Reference[ani]{Animal Handling}, &amp;Reference[ath]{Athletics}, &amp;Reference[ins]{Insight}, &amp;Reference[inv]{Investigation}, &amp;Reference[nat]{Nature}, &amp;Reference[prc]{Perception}, &amp;Reference[ste]{Stealth}, or &amp;Reference[sur]{Survival}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple and Martial weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light and Medium armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorerâ€™s Pack, and 7 GP; or (B) 150 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.70YUNTHqugAeMHAu]{Level 1: Spellcasting}</b></p>\n<p>You have learned to channel the magical essence of &amp;Reference[nat]{nature} to cast spells.</p>\n<p><strong><em>Spell Slots.</em></strong> The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+</em></strong>. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.</p>\n<p>The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.</p>\n<p>If another Ranger feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Ranger spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.izJzstgqfr2ZWlm2]{Level 1: Favored Enemy}</b></p>\n<p class=\"compendium-hr\">Â You always have the <em>Hunterâ€™s Mark</em> spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.</p>\n<p>The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.</p>\n<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.szWXNt1jgEQ5fCMb]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\nĄdP¨í </tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.gaZw3HenP8xSDyX4]{Level 2: Deft Explorer}</b></p>\n<p>Thanks to your travels, you gain the following benefits.</p>\n<p><strong><em>Expertise.</em></strong> Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.</p>\n<p><strong><em>Languages.</em></strong> You know two languages of your choice.</p>\n\n<p><b>Level 2: Fighting Style</b></p>\n<p>You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.</p>\n\n<p><b>Level 3: Ranger Subclass</b></p>\n<p>You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Ranger level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.WAGbZnOWGLnL8f0f]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.jb8oQK5RCTp6vlQg]{Level 6: Roving}</b></p>\n<p>Your Speed increases by 10 feet while you arenâ€™t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 12 and 16.</p>\n\n<p><b>Level 9: Expertise</b></p>\n<p>Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.H6kGXcie4v0dXD3D]{Level 10: Tireless}</b></p>\n<p>Primal forces now help fuel you on your journeys, granting you the following benefits.</p>\n<p><strong><em>Temporary Hit Points.</em></strong> As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n<p><strong><em>Decrease Exhaustion.</em></strong> Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.S0YSz8GfN0qeXoQU]{Level 13: Relentless Hunter}</b></p>\n<p>Taking damage canâ€™t break your Concentration on Hunterâ€™s Mark.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.iDWL2SlRT7dxmBZQ]{Level 14: Natureâ€™s Veil}</b></p>\n<p>You invoke spirits of &amp;Reference[nat]{nature} to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.</p>\n<p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.pLCTBl5tBhGv0I4u]{Level 17: Precise Hunter}</b></p>\n<p>You have Advantage on attack rolls against the creature currently marked by your Hunterâ€™s Mark.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FD927jzv2FYMyqwq]{Level 18: Feral Senses}</b></p>\n<p>Your connection to the forces of &amp;Reference[nat]{nature} grants you &amp;Reference[blindsight]{Blindsight} with a range of 30 feet.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which 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Improvement","value":{}},"fqWOhcdh08i82orl":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"fqWOhcdh08i82orl","type":"AbilityScoreImprovement","flags":{},"level":8,"hint":"","title":"8: Ability Score Improvement","value":{}},"EZEIk79J39ZhT94q":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"EZEIk79J39ZhT94q","type":"AbilityScoreImprovement","flags":{},"level":12,"hint":"","title":"12: Ability Score Improvement","value":{}},"K9QPXNUe6S1GttXa":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"K9QPXNUe6S1GttXa","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement","value":{}},"5S1k9YxD3P3w2W14":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"5S1k9YxD3P3w2W14","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Ranger Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Ranger Traits table.</li>\n<li>Gain the Rangerâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Ranger Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity and Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D10 per Ranger level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Dexterity</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 3:</em> &amp;Reference[ani]{Animal Handling}, &amp;Reference[ath]{Athletics}, &amp;Reference[ins]{Insight}, &amp;Reference[inv]{Investigation}, &amp;Reference[nat]{Nature}, &amp;Reference[prc]{Perception}, &amp;Reference[ste]{Stealth}, or &amp;Reference[sur]{Survival}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple and Martial weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light and Medium armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorerâ€™s Pack, and 7 GP; or (B) 150 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.70YUNTHqugAeMHAu]{Level 1: Spellcasting}</b></p>\n<p>You have learned to channel the magical essence of &amp;Reference[nat]{nature} to cast spells.</p>\n<p><strong><em>Spell Slots.</em></strong> The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+</em></strong>. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.</p>\n<p>The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.</p>\n<p>If another Ranger feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Ranger spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.izJzstgqfr2ZWlm2]{Level 1: Favored Enemy}</b></p>\n<p class=\"compendium-hr\">Â You always have the <em>Hunterâ€™s Mark</em> spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.</p>\n<p>The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.</p>\n<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.szWXNt1jgEQ5fCMb]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.gaZw3HenP8xSDyX4]{Level 2: Deft Explorer}</b></p>\n<p>Thanks to your travels, you gain the following benefits.</p>\n<p><strong><em>Expertise.</em></strong> Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.</p>\n<p><strong><em>Languages.</em></strong> You know two languages of your choice.</p>\n\n<p><b>Level 2: Fighting Style</b></p>\n<p>You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.</p>\n\n<p><b>Level 3: Ranger Subclass</b></p>\n<p>You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Ranger level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.WAGbZnOWGLnL8f0f]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.jb8oQK5RCTp6vlQg]{Level 6: Roving}</b></p>\n<p>Your Speed increases by 10 feet while you arenâ€™t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 12 and 16.</p>\n\n<p><b>Level 9: Expertise</b></p>\n<p>Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.H6kGXcie4v0dXD3D]{Level 10: Tireless}</b></p>\n<p>Primal forces now help fuel you on your journeys, granting you the following benefits.</p>\n<p><strong><em>Temporary Hit Points.</em></strong> As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n<p><strong><em>Decrease Exhaustion.</em></strong> Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.S0YSz8GfN0qeXoQU]{Level 13: Relentless Hunter}</b></p>\n<p>Taking damage canâ€™t break your Concentration on Hunterâ€™s Mark.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.iDWL2SlRT7dxmBZQ]{Level 14: Natureâ€™s Veil}</b></p>\n<p>You invoke spirits of &amp;Reference[nat]{nature} to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.</p>\n<p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.pLCTBl5tBhGv0I4u]{Level 17: Precise Hunter}</b></p>\n<p>You have Advantage on attack rolls against the creature currently marked by your Hunterâ€™s Mark.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FD927jzv2FYMyqwq]{Level 18: Feral Senses}</b></p>\n<p>Your connection to the forces of &amp;Reference[nat]{nature} grants you &amp;Reference[blindsight]{Blindsight} with a range of 30 feet.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XFMUmGY9WIfvuNGb]{Level 20: Foe Slayer}</b></p>\n<p>The damage die of your Hunterâ€™s Mark is a d10 rather than a d6.</p>\n\n\n</div>","chat":""},"identifier":"ranger","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"WFIcVPxUX9AVm6Bi","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5¬o~0ů	e.equipment24.Item.phbarmStuddedLea","requiresProficiency":false,"_id":"Xd5dGKrCFOma0tff","group":"WFIcVPxUX9AVm6Bi","sort":200000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepScimitar00","requiresProficiency":false,"_id":"QSWlS6rRuZ0EEv82","group":"WFIcVPxUX9AVm6Bi","sort":300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepShortsword","requiresProficiency":false,"_id":"tsVTDYKzuaFj9Ml9","group":"WFIcVPxUX9AVm6Bi","sort":400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepLongbow000","requiresProficiency":false,"_id":"5T06wPne6AU3Rrsa","group":"WFIcVPxUX9AVm6Bi","sort":500000},{"type":"linked","count":20,"key":"Compendium.dnd5e.equipment24.Item.phbamoArrows0000","requiresProficiency":false,"_id":"5xYjLDFChJSP5ygy","group":"WFIcVPxUX9AVm6Bi","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagQuiver00000","requiresProficiency":false,"_id":"rXPrZLCycIgTF1bs","group":"WFIcVPxUX9AVm6Bi","sort":700000},{"type":"focus","count":null,"key":"druidic","requiresProficiency":false,"_id":"9UhnUjgaVE5NlAEw","group":"WFIcVPxUX9AVm6Bi","sort":800000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagExplorersPa","requiresProficiency":false,"_id":"3BV41WTrCIy6HLHS","group":"WFIcVPxUX9AVm6Bi","sort":900000},{"type":"currency","count":7,"key":"gp","requiresProficiency":false,"_id":"Rpvzjvy76WfbCkxs","group":"WFIcVPxUX9AVm6Bi","sort":1000000}],"hd":{"denomination":"d10","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["dex","wis"],"all":false},"properties":[],"spellcasting":{"progression":"half","ability":"wis","preparation":{"formula":""}}},"flags":{"ddbimporter":{"class":"Ranger","id":230079888,"classDefinitionId":2190882,"definitionId":2190882,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/841/638607458994233790.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":2,"spellCastingAbility":"wis"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/weapons/bows/shortbow-recurve-yellow.webp","folder":"igPuQ6MRMeyvf92a","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586761576,"modifiedTime":1778586761577,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}Ś§˛(l         !items!Lrg3YejPcXUWQrhNĹ8{"_id":"Lrg3YejPcXUWQrhN","name":"Rocborne","type":"subclass","system":{"advancement":{"Ood5y4BYpo7D34FR":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.tzhQi1QKLGOI69sP","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.fhPqyOC1kcZicaPK","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.u5OIK2GuzeOtBy8D","optional":false}],"optional":false,"spell":null},"_id":"Ood5y4BYpo7D34FR","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"3RUjMdqzTMnBkTXT":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.PW27EnHGlmYulhg2","optional":false}],"optional":false,"spell":null},"_id":"3RUjMdqzTMnBkTXT","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features","value":{}},"R1QCJfElSf3MTfby":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.B1v3iwWDJFvzMOCd","optional":false}],"optional":false,"spell":null},"_id":"R1QCJfElSf3MTfby","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"wvplzu5E1po9Crjp":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.dT4qsbBRyVdz9vZY","optional":false}],"optional":false,"spell":null},"_id":"wvplzu5E1po9Crjp","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.tzhQi1QKLGOI69sP]{Level 3: Rocborne Magic}</b></p>\n<p>Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rocborne Spells table. The spell counts as a ranger spell for you, but it doesnâ€™t count against the number of ranger spells you know.</p>\n<h4>Rocborne Spells</h4>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>Feather Fall</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>Gust of Wind</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>Lightning Bolt</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>Ice Storm</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>Legend Lore</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.fhPqyOC1kcZicaPK]{Level 3: Guiding Wind}</b></p>\n<p>Starting at 3rd level, when you make an attack, you can whisper to the wind to have it aid your strikes. Once on each of your turns, you can choose to gain one of the following benefits:</p>\n<ul>\n<li>When you hit with a weapon attack, the target takes an extra 1d4 damage of the weaponâ€™s type. When you reach 11th level in this class, the extra damage increases to 1d8.</li>\n<li>When you miss with a weapon attack, you can change its trajectory to attack a different target up to 5 feet away from the original one and within range of your weapon. When you do, your attack roll against the new target is equal to the original attack roll plus your Wisdom modifier (minimum of +0). When you reach 11th level in this class, the new target can be up to 15 feet away as long as itâ€™s still within range of your weapon.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.u5OIK2GuzeOtBy8D]{Level 3: Whispers of Knowledge}</b></p>\n<p>Also at 3rd level, you can seek knowledge through meditation by calling upon the spirits carried on the wind. You can spend 10 minutes communing with these spirits to gain proficiency in one skill or tool of your choice that you donâ€™t already have proficiency in, as a traveling spirit shares its knowledge with you. You lose this proficiency the next time you use this feature or finish a short or long rest.</p>\n<p>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.PW27EnHGlmYulhg2]{Level 7: Windswept}</b></p>\n<p>By 7th level, the wind clears a path for you and ushers you forward. Your walking speed increases by 5 feet, you ignore any movement penalty caused by strong wind, and you canâ€™t be pushed because of strong wind against your will.</p>\n<p>In addition, you have resistance to cold damage, and youâ€™re acclimated to high altitudes, including elevations above 20,000 feet.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.B1v3iwWDJFvzMOCd]{Level 11: Soar}</b></p>\n<p>At 11th level, you can use a bonus action immediately after you make a running jump to grow a pair of spectral, roc-like wings that last until the end of your next turn or until you touch the ground again. While the wings are present, you have a flying speed equal to your walking speed.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.dT4qsbBRyVdz9vZY]{Level 15: Hurricane}</b></p>\n<p>At 15th level, your connection to the wind is so strong that its spirits can come to your defense as a magical, buffeting tempest. 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subtle strikes over brute strength.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Dexterity<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Dexterity &amp; Intelligence</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Rogue Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Rogue Traits table.</li>\n<li>Gain the Rogueâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Rogue Traits</caption>\n<thead></thead>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Rogue level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Dexterity and Intelligence</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 4:</em> &amp;Reference[acr]{Acrobatics}, &amp;Reference[ath]{Athletics}, &amp;Reference[dec]{Deception}, &amp;Reference[ins]{Insight}, &amp;Reference[itm]{Intimidation}, &amp;Reference[inv]{Investigation}, &amp;Reference[prc]{Perception}, &amp;Reference[per]{Persuasion}, &amp;Reference[slt]{Sleight of Hand}, or &amp;Reference[ste]{Stealth}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons and Martial weapons that have the Finesse or Light property</td>\n</tr>\n<tr>\n<th>Tool Proficiencies</th>\n<td>Thievesâ€™ Tools</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light armor</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thievesâ€™ Tools, Burglarâ€™s Pack, and 8 GP; or (B) 100 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Level 1: Expertise</b></p>\n<p>You gain Expertise in two of your skill proficiencies of your choice.</p>\n<p>At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.GTUY1ksIUBpW3NqR]{Level 1: Sneak Attack}</b></p>\n<p>You know how to strike subtly and exploit a foeâ€™s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damageâ€™s type is the same as the weaponâ€™s type.</p>\n<p>You donâ€™t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnâ€™t have the Incapacitated condition, and you donâ€™t have Disadvantage on the attack roll.</p>\n<p>The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.a4clpIFx0jwfNm6N]{Level 1: Thievesâ€™ Cant}</b></p>\n<p>You picked up various languages in the communities where you plied your roguish talents. You know Thievesâ€™ Cant and one other language of your choice.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.</p>\n<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Luyx8Tp7nEwOcDWV]{Level 2: Cunning Action}</b></p>\n<p>Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.</p>\n\n<p><b>Level 3: Rogue Subclass</b></p>\n<p>You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Rogue level or lower.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.s1pU083ZenMcJx2Z]{Level 3: Steady Aim}</b></p>\n<p>As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you havenâ€™t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.sevVUOsIMCckg4J3]{Level 5: Cunning Strike}</b></p>\n<p>Youâ€™ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attackâ€™s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attackâ€™s damage before rolling.</p>\n<p>If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.</p>\n<p><strong><em>Poison (Cost: 1d6).</em></strong> You add a toxin to your strike, forcing the target to make a [[/save con format=long]]. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.</p>\n<p>To use this effect, you must have a Poisonerâ€™s Kit on your person.</p>\n<p><strong><em>Trip (Cost: 1d6).</em></strong> If the target is Large or smaller, it must succeed on a [[/save dex format=long]] or have the Prone condition.</p>\n<p><strong><em>Withdraw (Cost: 1d6).</em></strong> Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.rXz4A68bfFWKnLCN]{Level 5: Uncanny Dodge}</b></p>\n<p>When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attackâ€™s damage against you (round down).</p>\n\n<p><b>Level 6: Expertise</b></p>\n<p>You gain Expertise in two more of your skill proficiencies of your choice.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.SP0hLTBabzPrIUL7]{Level 7: Evasion}</b></p>\n<p>You can nimbly dodge out of the way of certain dangers. When youâ€™re subjected to an effect that allows you to make a [[/save dex format=long]] to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You canâ€™t use this feature if you have the Incapacitated condition.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.QIQEsCk7AyOiSlUp]{Level 7: Reliable Talent}</b></p>\n<p>Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 10, 12, and 16.</p>\n\n<p><b>Level 10: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.dUn14w03XwiHvdsH]{Level 11: Improved Cunning Strike}</b></p>\n<p>You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.wqxZDXYzEeRPfYiL]{Level 14: Devious Strikes}</b></p>\n<p>Youâ€™ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.</p>\n<p><strong><em>Daze (Cost: 2d6).</em></strong> The target must succeed on a [[/save con format=long]], or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.</p>\n<p><strong><em>Knock Out (Cost: 6d6).</em></strong> The target must succeed on a [[/save con format=long]], or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.</p>\n<p><strong><em>Obscure (Cost: 3d6).</em></strong> The target must succeed on a [[/save dex format=long]], or it has the Blinded condition until the end of its next turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.S9MSUo4Zyxc9C9m9]{Level 15: Slippery Mind}</b></p>\n<p>Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.OQ2VVobK4lcJRCSV]{Level 18: Elusive}</b></p>\n<p>Youâ€™re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ViDUMobNK53LVYqf]{Level 20: Stroke of Luck}</b></p>\n<p>You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a Short or Long Rest.</p>\n\n\n</div>","chat":""},"identifier":"rogue","source":{"book":"PHB 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class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Dexterous Expert in &amp;Reference[ste]{Stealth} and Subterfuge</em></span></p>\n<p>Rogues have a knack for finding the solution to just about any problem, prioritizing subtle strikes over brute strength.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Dexterity<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Dexterity &amp; Intelligence</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Rogue Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Rogue Traits table.</li>\n<li>Gain the Rogueâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Rogue Traits</caption>\n<thead></thead>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Rogue level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Dexterity and Intelligence</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 4:</em> &amp;Reference[acr]{Acrobatics}, &amp;Reference[ath]{Athletics}, &amp;Reference[dec]{Deception}, &amp;Reference[ins]{Insight}, &amp;Reference[itm]{Intimidation}, &amp;Reference[inv]{Investigation}, &amp;Reference[prc]{Perception}, &amp;Reference[per]{Persuasion}, &amp;Reference[slt]{Sleight of Hand}, or &amp;Reference[ste]{Stealth}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons and Martial weapons that have the Finesse or Light property</td>\n</tr>\n<tr>\n<th>Tool Proficiencies</th>\n<td>Thievesâ€™ Tools</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light armor</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thievesâ€™ Tools, Burglarâ€™s Pack, and 8 GP; or (B) 100 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Level 1: Expertise</b></p>\n<p>You gain Expertise in two of your skill proficiencies of your choice.</p>\n<p>At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.GTUY1ksIUBpW3NqR]{Level 1: Sneak Attack}</b></p>\n<p>You know how to strike subtly and exploit a foeâ€™s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damageâ€™s type is the same as the weaponâ€™s type.</p>\n<p>You donâ€™t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnâ€™t have the Incapacitated condition, and you donâ€™t have Disadvantage on the attack roll.</p>\n<p>The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.a4clpIFx0jwfNm6N]{Level 1: Thievesâ€™ Cant}</b></p>\n<p>You picked up various languages in the communities where you plied your roguish talents. You know Thievesâ€™ Cant and one other language of your choice.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.</p>\n<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Luyx8Tp7nEwOcDWV]{Level 2: Cunning Action}</b></p>\n<p>Your quickŤ(@4F$ thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.</p>\n\n<p><b>Level 3: Rogue Subclass</b></p>\n<p>You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Rogue level or lower.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.s1pU083ZenMcJx2Z]{Level 3: Steady Aim}</b></p>\n<p>As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you havenâ€™t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.sevVUOsIMCckg4J3]{Level 5: Cunning Strike}</b></p>\n<p>Youâ€™ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attackâ€™s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attackâ€™s damage before rolling.</p>\n<p>If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.</p>\n<p><strong><em>Poison (Cost: 1d6).</em></strong> You add a toxin to your strike, forcing the target to make a [[/save con format=long]]. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.</p>\n<p>To use this effect, you must have a Poisonerâ€™s Kit on your person.</p>\n<p><strong><em>Trip (Cost: 1d6).</em></strong> If the target is Large or smaller, it must succeed on a [[/save dex format=long]] or have the Prone condition.</p>\n<p><strong><em>Withdraw (Cost: 1d6).</em></strong> Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.rXz4A68bfFWKnLCN]{Level 5: Uncanny Dodge}</b></p>\n<p>When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attackâ€™s damage against you (round down).</p>\n\n<p><b>Level 6: Expertise</b></p>\n<p>You gain Expertise in two more of your skill proficiencies of your choice.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.SP0hLTBabzPrIUL7]{Level 7: Evasion}</b></p>\n<p>You can nimbly dodge out of the way of certain dangers. When youâ€™re subjected to an effect that allows you to make a [[/save dex format=long]] to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You canâ€™t use this feature if you have the Incapacitated condition.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.QIQEsCk7AyOiSlUp]{Level 7: Reliable Talent}</b></p>\n<p>Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 10, 12, and 16.</p>\n\n<p><b>Level 10: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.dUn14w03XwiHvdsH]{Level 11: Improved Cunning Strike}</b></p>\n<p>You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.wqxZDXYzEeRPfYiL]{Level 14: Devious Strikes}</b></p>\n<p>Youâ€™ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.</p>\n<p><strong><em>Daze (Cost: 2d6).</em></strong> The target must succeed on a [[/save con format=long]], or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.</p>\n<p><strong><em>Knock Out (Cost: 6d6).</em></strong> The target must succeed on a [[/save con format=long]], or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.</p>\n<p><strong><em>Obscure (Cost: 3d6).</em></strong> The target must succeed on a [[/save dex format=long]], or it has the Blinded condition until the end of its next turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.S9MSUo4Zyxc9C9m9]{Level 15: Slippery Mind}</b></p>\n<p>Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.OQ2VVobK4lcJRCSV]{Level 18: Elusive}</b></p>\n<p>Youâ€™re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ViDUMobNK53LVYqf]{Level 20: Stroke of Luck}</b></p>\n<p>You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a Short or Long Rest.</p>\n\n\n</div>","chat":""},"identifier":"rogue","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"H3jVZpWr5rfZX6BH","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmLeatherArm","requiresProficiency":false,"_id":"a5uNZ5i3Wkr3ArSg","group":"H3jVZpWr5rfZX6BH","sort":200000},{"type":"linked","count":2,"key":"Compendium.dnd5e.equipment24.Item.phbwepDagger0000","requiresProficiency":false,"_id":"uguY1ICYVysI5FNd","group":"H3jVZpWr5rfZX6BH","sort":300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepShortsword","requiresProficiency":false,"_id":"0fHs18tKJmqxQtqv","group":"H3jVZpWr5rfZX6BH","sort":400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepShortbow00","requiresProficiency":false,"_id":"G09ulNZRrt29qgTU","group":"H3jVZpWr5rfZX6BH","sort":500000},{"type":"linked","count":20,"key":"Compendium.dnd5e.equipment24.Item.phbamoArrows0000","requiresProficiency":false,"_id":"6xP9mFhLJOLLE9xt","group":"H3jVZpWr5rfZX6BH","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagQuiver00000","requiresProficiency":false,"_id":"xHDA0B0GHJuDOF4f","group":"H3jVZpWr5rfZX6BH","sort":700000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbtulThievesToo","requiresProficiency":false,"_id":"gczRNKxoXd20eUTQ","group":"H3jVZpWr5rfZX6BH","sort":800000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagBurglarsPac","requiresProficiency":false,"_id":"4tEh3PUpH9nhT646","group":"H3jVZpWr5rfZX6BH","sort":900000},{"type":"currency","count":8,"key":"gp","requiresProficiency":false,"_id":"6DenAQ9zLnDOTxZD","group":"H3jVZpWr5rfZX6BH","sort":1000000}],"hd":{"denomination":"d8","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["dex"],"all":false},"properties":[],"spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Rogue","id":230079928,"classDefinitionId":2190883,"definitionId":2190883,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/853/638607459373183811.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/skills/melee/strike-sword-stabbed-brown.webp","folder":"KIVHNWCjdQVK1NiA","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586817513,"modifiedTime":1778586817513,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}Q8źŚ>;         !items!FWGRMokNuSgz0fAf—2{"_id":"FWGRMokNuSgz0fAf","name":"Grim Surgeon","type":"subclass","system":{"advancement":{"CVd8XjlJ8PtET1FC":{"configuration":{"identifier":"field-surgeon","type":"dice","distance":{"units":""},"scale":{"9":{"number":5,"faces":6,"modifiers":[]},"11":{"number":6,"faces":6,"modifiers":[]},"13":{"number":7,"faces":6,"modifiers":[]},"15":{"number":8,"faces":6,"modifiers":[]},"17":{"number":9,"faces":6,"modifiers":[]},"19":{"number":10,"faces":6,"modifiers":[]}}},"_id":"CVd8XjlJ8PtET1FC","type":"ScaleValue","flags":{},"hint":"","title":"Field Surgeon","value":{}},"bqyqehBzio1C29XE":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.xxoFO6vcCHaXqk9l","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.HIMXjMYIL15Hd4AM","optional":false}],"optional":false,"spell":null},"_id":"bqyqehBzio1C29XE","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"DXzfbyDLseCLdiUv":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Y0XjSiHb2uNko40V","optional":false}],"optional":false,"spell":null},"_id":"DXzfbyDLseCLdiUv","type":"ItemGrant","flags":{},"level":9,"hint":"","title":"Features","value":{}},"4baoj8X0KoUqZxBE":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.o0yp3otMK085fxNy","optional":false}],"optional":false,"spell":null},"_id":"4baoj8X0KoUqZxBE","type":"ItemGrant","flags":{},"level":13,"hint":"","title":"Features","value":{}},"tVRMzgWLGzLtd7TM":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.34rG3p7I8nemo3W3","optional":false}],"optional":false,"spell":null},"_id":"tVRMzgWLGzLtd7TM","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Dexterous Expert in &amp;Reference[ste]{Stealth} and Subterfuge</em></span></p>\n<p>Rogues have a knack for finding the solution to just about any problem, prioritizing subtle strikes over brute strength.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Dexterity<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Dexterity &amp; Intelligence</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.xxoFO6vcCHaXqk9l]{Level 3: Medic}</b></p>\n<p>When you choose this archetype at 3rd level, you gain proficiency in the &amp;Reference[med]{Medicine} skill if you donâ€™t already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.</p>\n<p>In addition, your familiarity with blood has become magical, giving you some degree of control over it. As a result, you can use a bonus action to magically stabilize an unconscious creature within 5 feet of you.</p>\n<p>You can use this same magic when you apply traditional healing techniques. You can use a bonus action to expend one use of a healerâ€™s kit on a creature. When you do, that creature regains hit points equal 1d4 + your proficiency bonus. The creature canâ€™t regain hit points from this feature again until it finishes a short or long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.HIMXjMYIL15Hd4AM]{Level 3: Transfusion}</b></p>\n<p>Starting at 3rd level, once on each of your turns when you deal Sneak Attack damage to a creature that isnâ€™t a construct or an undead, you gain temporary hit points equal to your Wisdom modifier (minimum 1). When you reach 13th level, you gain temporary hit points equal to twice your Wisdom modifier instead. These temporary hit points last until the start of your next turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Y0XjSiHb2uNko40V]{Level 9: Field Surgeon}</b></p>\n<p>By 9th level, your medical expertise and blood magic allow you to painlessly mend an allyâ€™s wounds using surgical techniques. You decide to use this feature at the start of a short rest, choosing a willing creature within your reach when you do. Roll your Sneak Attack dice and record the result. At the end of the short rest, that creature regains a number of hit points equal to the total of your Sneak Attack dice roll. Once a creature regains hit points from this feature, it can't do so again until it finishes a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.o0yp3otMK085fxNy]{Level 13: Toxic Shock}</b></p>\n<p>At 13th level, when you gain temporary hit points from your Transfusion feature, the target of the attack is overcome by a wave of sickness. Until the end of its next turn, the targetâ€™s speed is reduced by 10 feet, and it has disadvantage on the next attack roll or ability check that it makes before the end of its next turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.34rG3p7I8nemo3W3]{Level 17: Bloodbound}</b></p>\n<p>By 17th level, you can command the blood inside certain creatures. Immediately after you deal Sneak Attack damage to a beast or humanoid, you can force that creature to make a [[/save con format=long]]. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, that creature is under the effect of the dominate beast or dominate person spell, respectively, for 1 minute or until you choose to end the effect (no action required).</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a short or long rest.</p>\n\n\n</div>","chat":""},"identifier":"grim-surgeon","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"rogue","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Rogue","subclass":"Grim Surgeon","id":230079928,"classDefinitionId":2190883,"definitionId":2320622,"subclassDefinitionId":2320622,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/853/638607459373183811.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/skills/melee/strike-sword-stabbed-brown.webp","folder":"KIVHNWCjdQVK1NiA","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586818347,"modifiedTime":1778586818348,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}á°¨u%<         !items!Sle3jUcCRhJUZljYţ9{"_id":"Sle3jUcCRhJUZljY","name":"Runetagger","type":"subclass","system":{"advancement":{"8d68gQ2EvSJUXnSC":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.d5sa6WLx4F3pog88","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.XFp9oZV2T26pqCGA","optional":false}],"optional":false,"spell":null},"_id":"8d68gQ2EvSJUXnSC","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"KqsgTo3UyT4vMDUv":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.f0D8oMW3GLjOBWek","optional":false}],"optional":false,"spell":null},"_id":"KqsgTo3UyT4vMDUv","type":"ItemGrant","flags":{},"level":9,"hint":"","title":"Features","value":{}},"cAsGQGF9A0iGxIiy":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.zD0ho8h1baAMkgGZ","optional":false}],"optional":false,"spell":null},"_id":"cAsGQGF9A0iGxIiy","type":"ItemGrant","flags":{},"level":13,"hint":"","title":"Features","value":{}},"levF3ENSR268vavx":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.U7rUKIOafOYAab2Z","optional":false}],"optional":false,"spell":null},"_id":"levF3ENSR268vavx","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Dexterous Expert in &amp;Reference[ste]{Stealth} and Subterfuge</em></span></p>\n<p>Rogues have a knack for finding the solution to just about any problem, prioritizing subtle strikes over brute strength.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Dexterity<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Dexterity &amp; Intelligence</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.d5sa6WLx4F3pog88]{Level 3: Impressionist}</b></p>\n<p>You gain Expertise with Calligrapherâ€™s Supplies and Painterâ€™s Supplies, and youâ€™re never without your brushes. As a Magic action, you can create either Calligrapherâ€™s Supplies or Painterâ€™s Supplies in one of your free hands. When you do, you can also create either Ink (if you created Calligrapherâ€™s Supplies) or a Vial of paint (if you created Painterâ€™s Supplies); the ink or paint can be any color of your choice. Items created in this way immediately vanish if they are ever not on your person or if you take this action again.</p>\n<p>In addition, whenever you finish making a mark or rune with ink or paint, you can imbue it with the effect of the Message spell. When you do, the mark is visibly magical and sheds Dim Light in a 5-foot radius. A creature that touches the glowing mark telepathically hears the message you imbued in it. Once the message is heard, the mark loses these properties and becomes nonmagical.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XFp9oZV2T26pqCGA]{Level 3: Runes}</b></p>\n<p>You have 4 Rune Points, which fuel various magical effects from this subclass. When you hit a creature with a melee attack using a weapon or an Unarmed Strike, you can spend 1 Rune Point to mark that creature with a magical rune in a flourish of paint and weaponry. These runes remain on a marked creature for up to 1 minute. A rune vanishes early if its magic fades (as described below) or if a creature takes an action to wipe it off. You regain all spent Rune Points when you finish a Short or Long Rest.</p>\n<p>When you mark a creature with this feature, you can choose to leave one of the following runes.</p>\n<p><strong><em>Cryos.</em></strong> The marked creature canâ€™t take Reactions until the start of your next turn, at which point the runeâ€™s magic fades.</p>\n<p><strong><em>Hexxus.</em></strong> When the marked creature succeeds on an ability check or attack roll, you can take a Reaction to activate the rune; the marked creature must be within 60 feet of you and you must be able to see it. When you activate the rune, the creature subtracts 1d6 from its roll, potentially turning the success into a failure. Once the rune has been activated, its magic fades.</p>\n<p><strong><em>Locus.</em></strong> The next attack roll made against the marked creature has Advantage, and if that attack hits, it deals an extra 1d6 Acid damage. The runeâ€™s magic fades after the next attack roll against the creature hits or misses.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.f0D8oMW3GLjOBWek]{Level 9: Escape Artist}</b></p>\n<p>You become slippery and evasive, capable of worming out of even the tightest holds. You have Advantage on ability checks and saving throws made to avoid or end the Grappled and Restrained conditions. When you have one of those conditions, you can attempt to escape as a Bonus Action if doing so would normally require an action. In addition, while youâ€™re within 5 feet of a solid surface (such as the ground or a wall), you can take a Bonus Action and spend 1 Rune Point to magically create a rune on that surface. When you do, you have the Invisible condition for 10 minutes. The condition ends early immediately after you make an attack roll, deal damage, cast a spell, or leave the space where you created the rune.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.zD0ho8h1baAMkgGZ]{Level 13: Resourceful}</b></p>\n<p>Your mastery over the arts is lauded by friends and feared by foes. Whenever you roll Initiative, you regain spent Rune Points until you have two if you have fewer than that. In addition, whenever you deal Sneak Attack damage and add one of your Cunning Strike effects, you can spend 1 or more Rune Points to reduce the number of Sneak Attack damage dice you must forgo by one for each Rune Point spent.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.U7rUKIOafOYAab2Z]{Level 17: Lead Paint}</b></p>\n<p>Youâ€™re able to apply more ink or paint whenever you leave a rune, using it to expose weak points in a targetâ€™s defense and guide your strikes. Whenever you hit a creature marked with one of your runes or spend a Rune Point to mark it with one of your runes as part of that attack, you donâ€™t need Advantage on the attack roll or an ally within 5 feet of the target to use your Sneak Attack against it; you still canâ€™t use your Sneak Attack if you have Disadvantage on the attack roll. When you do, your Sneak Attack damage increases by 2d6 damage for the attack.</p>\n\n\n</div>","chat":""},"identifier":"runetagger","source":{"book":"GSB1","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"rogue","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Rogue","subclass":"Runetagger","id":230079928,"classDefinitionId":2190883,"definitionId":2772584,"subclassDefinitionId":2772584,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/853/638607459373183811.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/skills/melee/strike-sword-stabbed-brown.webp","folder":"KIVHNWCjdQVK1NiA","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586818414,"modifiedTime":1778586818415,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}—Dş+é=         !folders!5M1U4PacWWLuWugkŔ{"_id":"5M1U4PacWWLuWugk","name":"Desert Soul","color":"#222222","type":"Item","folder":"0iObcM0L6kELqbrP","flags":{"ddbimporter":{"flagTag":"2024/features/Desert Soul"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586916098,"modifiedTime":1778586916098,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}»5í>         !folders!U4jwZW8uBtY8JiMGÄ{"_id":"U4jwZW8uBtY8JiMG","name":"Frost Sorcery","color":"#222222","type":"Item","folder":"0iObcM0L6kELqbrP","flags":{"ddbimporter":{"flagTag":"2024/features/Frost Sorcery"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586916167,"modifiedTime":1778586916167,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}I­Ú˘?         !items!65itNGfmwc90pf12ű.{"_id":"65itNGfmwc90pf12","name":"Circle Magic Casting","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). 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class=\"ddb\">\n<p>If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.</p>\n<p>In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.</p>\n</div>","chat":""},"identifier":"sorcery-incarnate","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024"},"crewed":false,"enchant":{},"prerequisites":{"items":[],"level":7,"repeatable":false},"properties":[],"requirements":"","type":{"value":"class","subtype":""}},"flags":{"ddbimporter":{"isChoiceFeature":false,"id":10292355,"type":"class","entityTypeId":12168134,"is2014":false,"is2024":true,"legacy":false,"originalName":"Sorcery 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class=\"ddb\">\n<p>While touching a solid surface (such as the ground or a wall), you can take a Bonus Action to magically create icy terrain on up to five 5-foot squares, starting with the surface ŠPg°youâ€™re touching. 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{"name":"Frozen Soul","statuses":[],"system":{"changes":[{"key":"system.traits.di.value","value":"cold","type":"add","priority":1,"phase":"initial"},{"key":"system.traits.dr.value","type":"add","value":"fire","priority":1,"phase":"initial"}]},"duration":{"value":null,"units":"seconds","expiry":null,"expired":false},"tint":"#ffffff","transfer":true,"disabled":false,"showIcon":1,"flags":{"dae":{"transfer":true,"stackable":"noneNameOnly"},"ddbimporter":{"disabled":false,"passive":true,"itemId":13034190,"itemEntityTypeId":12168134},"midi-qol":{"forceCEOff":true},"core":{}},"description":"You have Immunity to Cold damage and Resistance to Fire damage, and you always have the <em>Wall of Ice</em> spell prepared which you can cast it without a Material component. You can also cast it once without a spell slot per Long Rest; if you choose for its form to be flat when cast in this way, the panels of ice donâ€™t need to be contiguous with one another.","_id":"NRwbpCUtd4glvJww","img":"systems/dnd5e/icons/svg/documents/active-effect.svg","type":"base","start":null,"origin":null,"folder":null,"sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586927286,"modifiedTime":1778586927286,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}!items!CqMHFMMnJqdKCNu3·{"_id":"CqMHFMMnJqdKCNu3","name":"Frozen Soul","type":"feat","effects":["NRwbpCUtd4glvJww"],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<p>You have Immunity to Cold damage and Resistance to Fire damage.</p>\n<p>In addition, you always have the Wall of Ice spell prepared, and you can cast it without a Material component. You can also cast it once without a spell slot; if you choose for its form to be flat when cast in this way, the panels of ice donâ€™t need to be contiguous with one another. Once you use this feature to cast the spell without a spell slot, you canâ€™t do so again until you finish a Long Rest.</p>\n</div>","chat":""},"identifier":"frozen-soul","source":{"book":"GSB1","page":"","license":"","custom":"","rules":"2024","revision":1},"crewed":false,"enchant":{},"prerequisites":{"items":[],"level":18,"repeatable":false},"properties":[],"requirements":"","type":{"value":"class","subtype":""}},"flags":{"ddbimporter":{"isChoiceFeature":false,"id":13034190,"type":"class","entityTypeId":12168134,"is2014":false,"is2024":true,"legacy":false,"originalName":"Frozen Soul","dndbeyond":{"requiredLevel":18,"displayOrder":600,"featureType":1,"class":"Sorcerer","classId":2772572,"entityType":"class-feature","levelScale":null,"levelScales":[],"limitedUse":[]},"class":"Sorcerer","classId":2190884,"subClass":"Frost 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Proficiencies","classRestriction":"secondary"},"6ZzvAiTpGtmXMSed":{"configuration":{"allowReplacements":false,"choices":[],"grants":["weapon:sim"],"mode":"default"},"_id":"6ZzvAiTpGtmXMSed","type":"Trait","flags":{},"level":1,"hint":"","title":"Weapon Proficiencies","classRestriction":"primary"},"32J4ezCFhf0maYkK":{"_id":"32J4ezCFhf0maYkK","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"cantrips-known","type":"number","scale":{"1":{"value":4},"4":{"value":5},"10":{"value":6}}},"title":"Cantrips Known","icon":null},"Zf734uMhIayR5VAA":{"_id":"Zf734uMhIayR5VAA","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"spells-known","type":"number","scale":{"1":{"value":2},"2":{"value":4},"3":{"value":6},"4":{"value":7},"5":{"value":9},"6":{"value":10},"7":{"value":11},"8":{"value":12},"9":{"value":14},"10":{"value":15},"11":{"value":16},"13":{"value":17},"15":{"value":18},"17":{"value":19},"18":{"value":20},"19":{"value":21},"20":{"value":22}}},"title":"Spells Known","icon":null},"BvdY9wBR7Pq2wG1q":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"BvdY9wBR7Pq2wG1q","type":"AbilityScoreImprovement","flags":{},"level":4,"hint":"","title":"Ability Score Improvement"},"2nmSYR6K7Z2C0jdg":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"2nmSYR6K7Z2C0jdg","type":"AbilityScoreImprovement","flags":{},"level":8,"hint":"","title":"8: Ability Score Improvement"},"bgxvPizUPHD44BZj":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"bgxvPizUPHD44BZj","type":"AbilityScoreImprovement","flags":{},"level":12,"hint":"","title":"12: Ability Score Improvement"},"Ji5ef2rWXss5DE2A":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"Ji5ef2rWXss5DE2A","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement"},"lGZMQCaWejrNFrxh":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"lGZMQCaWejrNFrxh","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon"},"wXtTFov6PsbilnqB":{"_id":"wXtTFov6PsbilnqB","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"points","type":"number","scale":{"2":{"value":2},"3":{"value":3},"4":{"value":4},"5":{"value":5},"6":{"value":6},"7":{"value":7},"8":{"value":8},"9":{"value":9},"10":{"value":10},"11":{"value":11},"12":{"value":12},"13":{"value":13},"14":{"value":14},"15":{"value":15},"16":{"value":16},"17":{"value":17},"18":{"value":18},"19":{"value":19},"20":{"value":20},"21":{"value":21}}},"title":"Sorcery Points","icon":null}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Dazzling Mage Filled with Innate Magic</em></span></p>\n<p>Sorcerers harness and channel the raw, roiling power of innate magic that is stamped into their very being.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Charisma<br><strong>Hit Point Die:</strong> D6<br><strong>Saves:</strong> Constitution &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Sorcerer Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Sorcerer Traits table.</li>\n<li>Gain the Sorcererâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Sorcerer Traits</caption>\n<thead></thead>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Charisma</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D6 per Sorcerer level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Constitution and Charisma</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[arc]{Arcana}, &amp;Reference[dec]{Deception}, &amp;Reference[ins]{Insight}, &amp;Reference[itm]{Intimidation}, &amp;Reference[per]{Persuasion}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>None</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneerâ€™s Pack, and 28 GP; or (B) 50 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.LruDV86WnYE22ZQ8]{Level 1: Spellcasting}</b></p>\n<p>Drawing from your innate magic, you can cast spells.</p>\n<p><strong><em>Cantrips.</em></strong> You know four Sorcerer cantrips of your choice. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.</p>\n<p>When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.</p>\n<p><strong><em>Spell Slots.</em></strong> The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells.</p>\n<p>The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Sorcerer,„SžM´5 your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.</p>\n<p>If another Sorcerer feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Charisma is your spellcasting ability for your Sorcerer spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.dT2X7p1LCsqznial]{Level 1: Innate Sorcery}</b></p>\n<p>An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:</p>\n<div class=\"effect-info\">\n<ul>\n<li>The spell save DC of your Sorcerer spells increases by 1.</li>\n<li>You have Advantage on the attack rolls of Sorcerer spells you cast.</li>\n</ul>\n<p>You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.</p>\n</div>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.65itNGfmwc90pf12]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.9WCx0I4CqeOQOfgP]{Level 2: Font of Magic}</b></p>\n<p>You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.</p>\n<p>You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You canâ€™t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.</p>\n<p>You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.</p>\n<p><strong><em>Converting Spell Slots to Sorcery Points.</em></strong> You can expend a spell slot to gain a number of Sorcery Points equal to the slotâ€™s level (no action required).</p>\n<p><strong><em>Creating Spell Slots.</em></strong> As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.</p>\n<p>Any spell slot you create with this feature vanishes when you finish a Long Rest.</p>\n<table class=\"table-compendium\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Creating Spell Slots</caption>\n<thead>\n<tr>\n<th>Spell Slot Level</th>\n<th>Sorcery Point Cost</th>\n<th>Min. Sorcerer Level</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>2</td>\n<td>2</td>\n</tr>\n<tr>\n<td>2</td>\n<td>3</td>\n<td>3</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>5</td>\n</tr>\n<tr>\n<td>4</td>\n<td>6</td>\n<td>7</td>\n</tr>\n<tr>\n<td>5</td>\n<td>7</td>\n<td>9</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.PA5Tmb1SX5wlUapn]{Level 2: Metamagic}</b></p>\n<p>Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from â€śMetamagic Optionsâ€ť later in this classâ€™s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.</p>\n<p>You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.</p>\n<p>Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you donâ€™t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.SWOQP9sPpSPJRs6D]{Level 2: Metamagic Options}</b></p>\n<p>The following options are available to your Metamagic feature. The options are presented in alphabetical order.</p>\n\n<p><b>Level 3: Sorcerer Subclass</b></p>\n<p>You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Sorcerer level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FzhgubeEzV2VjYN6]{Level 5: Sorcerous Restoration}</b></p>\n<p>When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you canâ€™t do so again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Dfybp2AMhYJM2Eh5]{Level 7: Sorcery Incarnate}</b></p>\n<p>If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.</p>\n<p>In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 12 and 16.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer level 16.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.C4yeDN8EfuEOeg9u]{Level 20: Arcane Apotheosis}</b></p>\n<p>While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.</p>\n\n\n</div>","chat":""},"identifier":"sorcerer","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024"},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"pR0mEuxe1qPdiMXB","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepSpear00000","requiresProficiency":false,"_id":"qlvsOcz6euiRnNL3","group":"pR0mEuxe1qPdiMXB","sort":200000},{"type":"linked","count":2,"key":"Compendium.dnd5e.equipment24.Item.phbwepDagger0000","requiresProficiency":false,"_id":"A2PetGWTbbmothUy","group":"pR0mEuxe1qPdiMXB","sort":300000},{"type":"OR","requiresProficiency":false,"_id":"C1ovxcWZDF54nw08","group":"pR0mEuxe1qPdiMXB","sort":400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbafcCrystal000","requiresProficiency":false,"_id":"zmwYHbS3JVzU8FXX","group":"C1ovxcWZDF54nw08","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagDungeoneers","requiresProficiency":false,"_id":"LgbG4QYKBQTlDhOd","group":"pR0mEuxe1qPdiMXB","sort":500000},{"type":"currency","count":28,"key":"gp","requiresProficiency":false,"_id":"mXGHdwbuSIEboiMy","group":"pR0mEuxe1qPdiMXB","sort":700000}],"hd":{"denomination":"d6","spent":0},"levels":1,"primaryAbility":{"value":["cha"],"all":false},"properties":[],"spellcasting":{"progression":"full","ability":"cha","preparation":{"formula":""}}},"flags":{"ddbimporter":{"class":"Sorcerer","id":230079954,"classDefinitionId":2190884,"definitionId":2190884,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/871/638607459719752506.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":1,"spellCastingAbility":"cha"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/earth/projectiles-magma-stone-orange.webp","folder":"vfxNQllrfMrs6QXb","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778585242792,"modifiedTime":1778586930710,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}pĚÉ>Jg         !items!hiW6F2l935rxN6AFíż{"_id":"hiW6F2l935rxN6AF","name":"Sorcerer","type":"class","system":{"advancement":{"h3rEjWW0yZA6cni8":{"configuration":{},"_id":"h3rEjWW0yZA6cni8","type":"Subclass","flags":{},"level":3,"hint":"","title":"Sorcerer 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Improvement","value":{}},"2nmSYR6K7Z2C0jdg":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"2nmSYR6K7Z2C0jdg","type":"AbilityScoreImprovement","flags":{},"level":8,"hint":"","title":"8: Ability Score Improvement","value":{}},"bgxvPizUPHD44BZj":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"bgxvPizUPHD44BZj","type":"AbilityScoreImprovement","flags":{},"level":12,"hint":"","title":"12: Ability Score Improvement","value":{}},"Ji5ef2rWXss5DE2A":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"Ji5ef2rWXss5DE2A","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement","value":{}},"lGZMQCaWejrNFrxh":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"lGZMQCaWejrNFrxh","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon","value":{}},"wXtTFov6PsbilnqB":{"_id":"wXtTFov6PsbilnqB","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"points","type":"number","scale":{"2":{"value":2},"3":{"value":3},"4":{"value":4},"5":{"value":5},"6":{"value":6},"7":{"value":7},"8":{"value":8},"9":{"value":9},"10":{"value":10},"11":{"value":11},"12":{"value":12},"13":{"value":13},"14":{"value":14},"15":{"value":15},"16":{"value":16},"17":{"value":17},"18":{"value":18},"19":{"value":19},"20":{"value":20},"21":{"value":21}}},"title":"Sorcery Points","icon":null,"flags":{},"value":{},"hint":""}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Dazzling Mage Filled with Innate Magic</em></span></p>\n<p>Sorcerers harness and channel the raw, roiling power of innate magic that is stamped into their very being.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Charisma<br><strong>Hit Point Die:</strong> D6<br><strong>Saves:</strong> Constitution &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Sorcerer Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Sorcerer Traits table.</li>\n<li>Gain the Sorcererâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Sorcerer Traits</caption>\n<thead></thead>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Charisma</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D6 per Sorcerer level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Constitution and Charisma</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[arc]{Arcana}, &amp;Reference[dec]{Deception}, &amp;Reference[ins]{Insight}, &amp;Reference[itm]{Intimidation}, &amp;Reference[per]{Persuasion}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>None</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneerâ€™s Pack, and 28 GP; or (B) 50 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.LruDV86WnYE22ZQ8]{Level 1: Spellcasting}</b></p>\n<p>Drawing from your innate magic, you can cast spells.</p>\n<p><strong><em>Cantrips.</em></strong> You know four Sorcerer cantrips of your choice. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.</p>\n<p>When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.</p>\n<p><strong><em>Spell Slots.</em></strong> The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells.</p>\n<p>The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.</p>\n<p>If another Sorcerer feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Charisma is your spellcasting ability for your Sorcerer spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.dT2X7p1LCsqznial]{Level 1: Innate Sorcery}</b></p>\n<p>An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:</p>\n<div class=\"effect-info\">\n<ul>\n<li>The spell save DC of your Sorcerer spells increases by 1.</li>\n<li>You have Advantage on the attack rolls of Sorcerer spells you cast.</li>\n</ul>\n<p>You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.</p>\n</div>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.65itNGfmwc90pf12]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.9WCx0I4CqeOQOfgP]{Level 2: Font of Magic}</b></p>\n<p>You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.</p>\n<p>You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You canâ€™t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.</p>\n<p>You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.</p>\n<p><strong><em>Converting Spell Slots to Sorcery Points.</em></strong> You can expend a spell slot to gain a number of Sorcery Points equal to the slotâ€™s level (no action required).</p>\n<p><strong><em>Creating Spell Slots.</em></strong> As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.</p>\n<p>Any spell slot you create with this feature vanishes when you finish a Long Rest.</p>\n<table class=\"table-compendium\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Creating Spell Slots</caption>\n<thead>\n<tr>\n<th>Spell Slot Level</th>\n<th>Sorcery Point Cost</th>\n<th>Min. Sorcerer Level</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>2</td>\n<td>2</td>\n</tr>\n<tr>\n<td>2</td>\n<td>3</td>\n<td>3</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>5</td>\n</tr>\n<tr>\n<td>4</td>\n<td>6</td>\Ň˘ôI×n<td>7</td>\n</tr>\n<tr>\n<td>5</td>\n<td>7</td>\n<td>9</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.PA5Tmb1SX5wlUapn]{Level 2: Metamagic}</b></p>\n<p>Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from â€śMetamagic Optionsâ€ť later in this classâ€™s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.</p>\n<p>You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.</p>\n<p>Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you donâ€™t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.SWOQP9sPpSPJRs6D]{Level 2: Metamagic Options}</b></p>\n<p>The following options are available to your Metamagic feature. The options are presented in alphabetical order.</p>\n\n<p><b>Level 3: Sorcerer Subclass</b></p>\n<p>You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Sorcerer level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FzhgubeEzV2VjYN6]{Level 5: Sorcerous Restoration}</b></p>\n<p>When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you canâ€™t do so again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Dfybp2AMhYJM2Eh5]{Level 7: Sorcery Incarnate}</b></p>\n<p>If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.</p>\n<p>In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 12 and 16.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer level 16.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.C4yeDN8EfuEOeg9u]{Level 20: Arcane Apotheosis}</b></p>\n<p>While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.</p>\n\n\n</div>","chat":""},"identifier":"sorcerer","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"pR0mEuxe1qPdiMXB","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepSpear00000","requiresProficiency":false,"_id":"qlvsOcz6euiRnNL3","group":"pR0mEuxe1qPdiMXB","sort":200000},{"type":"linked","count":2,"key":"Compendium.dnd5e.equipment24.Item.phbwepDagger0000","requiresProficiency":false,"_id":"A2PetGWTbbmothUy","group":"pR0mEuxe1qPdiMXB","sort":300000},{"type":"OR","requiresProficiency":false,"_id":"C1ovxcWZDF54nw08","group":"pR0mEuxe1qPdiMXB","sort":400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbafcCrystal000","requiresProficiency":false,"_id":"zmwYHbS3JVzU8FXX","group":"C1ovxcWZDF54nw08","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagDungeoneers","requiresProficiency":false,"_id":"LgbG4QYKBQTlDhOd","group":"pR0mEuxe1qPdiMXB","sort":500000},{"type":"currency","count":28,"key":"gp","requiresProficiency":false,"_id":"mXGHdwbuSIEboiMy","group":"pR0mEuxe1qPdiMXB","sort":700000}],"hd":{"denomination":"d6","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["cha"],"all":false},"properties":[],"spellcasting":{"progression":"full","ability":"cha","preparation":{"formula":""}}},"flags":{"ddbimporter":{"class":"Sorcerer","id":230079954,"classDefinitionId":2190884,"definitionId":2190884,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/871/638607459719752506.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":1,"spellCastingAbility":"cha"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/earth/projectiles-magma-stone-orange.webp","folder":"vfxNQllrfMrs6QXb","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586931030,"modifiedTime":1778586931031,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}ĎŰ«Â‰h         !items!zYTNuC6J6yD0UWUwâ0{"_id":"zYTNuC6J6yD0UWUw","name":"Desert Soul","type":"subclass","system":{"advancement":{"91pLnvRPtEoX9ZLX":{"configuration":{"identifier":"sandstorm","type":"dice","distance":{"units":""},"scale":{"3":{"number":1,"faces":8,"modifiers":[]},"14":{"number":2,"faces":8,"modifiers":[]},"18":{"number":3,"faces":8,"modifiers":[]}}},"_id":"91pLnvRPtEoX9ZLX","type":"ScaleValue","flags":{},"hint":"","title":"Sandstorm","value":{}},"56hlkSNwVg0WHJ2S":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.bZyPiyUKLngSgl9p","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.xxvOQIKGGK6G3kd9","optional":false}],"optional":false,"spell":null},"_id":"56hlkSNwVg0WHJ2S","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"umnBXDbuTP7YogCW":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.RDSCRWU3MfJyd848","optional":false}],"optional":false,"spell":null},"_id":"umnBXDbuTP7YogCW","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"Yvf5sobTX0eInEyh":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Ui8vbjN8Zo9fAojO","optional":false}],"optional":false,"spell":null},"_id":"Yvf5sobTX0eInEyh","type":"ItemGrant","flags":{},"level":14,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Dazzling Mage Filled with Innate Magic</em></span></p>\n<p>Sorcerers harness and channel the raw, roiling power of innate magic that is stamped into their very being.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Charisma<br><strong>Hit Point Die:</strong> D6<br><strong>Saves:</strong> Constitution &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.bZyPiyUKLngSgl9p]{Level 3: Dunetreader}</b></p>\n<p>Starting when you choose this origin at 3rd level, you ignore difficult terrain created by sand, and you can tolerate temperatures as high as 150 degrees Fahrenheit without any additional protection.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.xxvOQIKGGK6G3kd9]{Level 3: Sandstorm}</b></p>\n<p>Starting at 3rd level, you can cause the magical sandstorm within you to manifest as a nearby twister. When you cast a spell of 1st level or higher on your turn, you can use a bonus action to create this storm in a 5-foot cube in a space you can see within 30 feet of you. A Large or smaller creature in the area must succeed on a [[/save str format=long]] against your sorcerer spell save DC. A creature that fails the saving throw is pushed up to 10 feet in a direction of your choice if itâ€™s Medium or smaller, or 5 feet if itâ€™s Large.</p>\n<p>When you reach 6th level in this class, a creature that fails this saving throw also takes either 1d8 bludgeoning damage or 1d8 fire damage (your choice). The damage increases when you reach certain levels in this class, increasing to 2d8 at 14th level, and 3d8 at 18th level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.RDSCRWU3MfJyd848]{Level 6: Mirage}</b></p>\n<p>At 6th level, you learn the mirror image spell. If you already know this spell, you learn a different sorcerer spell of your choice. The spell doesnâ€™t count against your number of spells known. You can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, any creature within 10 feet of you that destroys one of the spellâ€™s illusions takes fire damage equal to half your sorcerer level, as the &amp;Reference[ill]{illusion} bursts into a wave of scalding air and sand.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Ui8vbjN8Zo9fAojO]{Level 14: Desert Nomad}</b></p>\n<p>Beginning at 14th level, you have the ability to step into the heart of the twisters you create. Immediately after a creature is pushed by your Sandstorm feature, you can spend 2 sorcery points to teleport to the stormâ€™s space. You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible until the end of your turn.</p>\n\n<p><b>Level 18: Sand Form</b></p>\n<p>At 18th level, you can become as intangible as sand. You can spend 5 sorcery points as a bonus action to magically transform yourself into a sand-like form. In this form, you have the following benefits:</p>\n<ul>\n<li>You canâ€™t be grappled.</li>\n<li>You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing.</li>\n<li>You can move through the space of any creature, regardless of its size, and difficult terrain doesnâ€™t cost you extra movement.</li>\n</ul>\n<p>In addition, when an attacker that you can see hits you with an attack, you can use your reaction to turn to sand. Until the end of that turn, you have resistance to all damage, including against the triggering attack.</p>\n<p>You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.</p>\n\n\n</div>","chat":""},"identifier":"desert-soul","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"sorcerer","spellcasting":{"progression":"full","ability":"cha","preparation":{"formula":""}}},"flags":{"ddbimporter":{"class":"Sorcerer","subclass":"Desert Soul","id":230079954,"classDefinitionId":2190884,"definitionId":2320606,"subclassDefinitionId":2320606,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/871/638607459719752506.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"spellCastingAbility":"cha"}},"img":"icons/magic/earth/projectiles-magma-stone-orange.webp","folder":"vfxNQllrfMrs6QXb","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586931911,"modifiedTime":1778586931911,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}tţ·#i         !items!BxlgwjwL9hp11X4hńF{"_id":"BxlgwjwL9hp11X4h","name":"Frost Sorcery","type":"subclass","system":{"advancement":{"oqI9m4bGevovr0J3":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Mx4CrBwHBIrvPABe","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.OWLfZXngDsnk2fCA","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.zpABmr1LA3BA6V2p","optional":false}],"optional":false,"spell":null},"_id":"oqI9m4bGevovr0J3","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"s34jFvJQx1nyGecH":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.L5dCbpseR0yumcoD","optional":false}],"optional":false,"spell":null},"_id":"s34jFvJQx1nyGecH","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"z9fKwXwni1WE0oEE":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.L9Dw5oqpp1cuwIQB","optional":false}],"optional":false,"spell":null},"_id":"z9fKwXwni1WE0oEE","type":"ItemGrant","flags":{},"level":14,"hint":"","title":"Features","value":{}},"ngkGlCEnpl6lyxsh":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.CqMHFMMnJqdKCNu3","optional":false}],"optional":false,"spell":null},"_id":"ngkGlCEnpl6lyxsh","type":"ItemGrant","flags":{},"level":18,"hint":"","title":"Features","value":{}},"950LXvPBCxJgXG9v":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.BlindnessDeafn24","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.IceKnife24IIIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.MistyStep24IIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Sleep24IIIIIIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"950LXvPBCxJgXG9v","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Frost Spells","value":{}},"SkYjaryLJufcn4uB":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.SleetStorm24IIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Slow24IIIIIIIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"SkYjaryLJufcn4uB","type":"ItemGrant","flags":{},"level":5,"hint":"","title":"Frost Spells","value":{}},"Kemjjfb4V8azmHZb":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.FireShield24IIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.IceStorm24IIIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"Kemjjfb4V8azmHZb","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Frost Spells","value":{}},"ztF5uxZ74QFIw7I4":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.ConeOfCold24IIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.ConjureElement24","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"ztF5uxZ74QFIw7I4","type":"ItemGrant","flags":{},"level":9,"hint":"","title":"Frost Spells","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Dazzling Mage Filled with Innate Magic</em></span></p>\n<p>Sorcerers harness and channel the raw, roiling power of innate magic that is stamped into their very being.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Charisma<br><strong>Hit Point Die:</strong> D6<br><strong>Saves:</strong> Constitution &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Mx4CrBwHBIrvPABe]{Level 3: Create Ice}</b></p>\n<p>While touching a solid surface (such as the ground or a wall), you can take a Bonus Action to magically create icy terrain on up to five 5-foot squares, starting with the surface youâ€™re touching. Each square covers a solid surface and must be contiguous with at least one other square. The ice-covered squares are Difficult Terrain and last until the end of your next turn.</p>\n<p>You can spend 1 or more Sorcery Points when you take this Bonus Action to freeze an additional five contiguous squares for each Sorcery Point spent.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.OWLfZXngDsnk2fCA]{Level 3: Frost Spells}</b></p>\n<p>When you reach a Sorcerer level specified in the Frost Spells table, you thereafter always have the listed spells prepared.</p>\n<table class=\"table-compendium table--sub-features\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Frost Spells</caption>\n<thead>\n<tr>\n<th>Sorcerer Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>Blindness/Deafness, Ice Knife, Misty Step, Sleep</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Sleet Storm, &amp;Reference[slow]{Slow}</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Fire Shield, Ice Storm</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Cone of Cold, Conjure Elemental (Cold damage only)</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.zpABmr1LA3BA6V2p]{Level 3: Frozen Body}</b></p>\n<p>Your skin takes on a faintly ice-like, crystalline glow. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.</p>\n<p>In addition, Difficult Terrain composed of ice or snow doesnâ€™t cost you extra movement, and when you walk on ice, you only spend 1 foot of movement for every 2 feet you move.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.L5dCbpseR0yumcoD]{Level 6: Cold-Hearted}</b></p>\n<p>Your icy core manifests outwardly, granting you the following benefits.</p>\n<p><strong><em>Cryomancy.</em></strong> When you deal Cold damage to a Large or smaller creature with a spell, you can spend 1 or more Sorcery Points to attempt to freeze that creature in place. When you do, that creatureâ€™s Speed is reduced by 15 feet for each Sorcery Point you spend; this reduction lasts until the end of the creatureâ€™s next turn. If you reduce a creatureâ€™s Speed to 0 in this way, it takes 2d6 Cold damage.</p>\n<p><strong><em>Freeze Water.</em></strong> You can now use your Create Ice feature to turn water into icy terrain, in addition to solid surfaces. When you do, the ice extends 5 feet deep, freezing up to a 5-foot Cube. These Cubes can support Large or smaller creatures; if a Huge or larger creature moves onto one of these Cubes, it reverts to its water form early.</p>\n<p><strong><em>Resistance.</em></strong> You have Resistance to Cold damage.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.L9Dw5oqpp1cuwIQB]{Level 14: Flash Freeze}</b></p>\n<p>Youâ€™re most confident on the ice. Your movement doesnâ€™t provoke Opportunity Attacks while youâ€™re moving on icy terrain.</p>\n<p>In addition, when a creature you can see within 5 feet of yourself hits you with an attack roll, you can take a Reaction to deal Cold damage to the attacker equal to your Charisma modifier plus half your Sorcerer level (round down). When you do, you can use your Create Ice feature as part of that Reaction.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CqMHFMMnJqdKCNu3]{Level 18: Frozen Soul}</b></p>\n<p>You have Immunity to Cold damage and Resistance to Fire damage.</p>\n<p>In addition, you always have the Wall of Ice spell prepared, and you can cast it without a Material component. You can also cast it once without a spell slot; if you choose for its form to be flat when cast in this way, the panels of ice donâ€™t need to be contiguous with one another. Once you use this feature to cast the spell without a spell slot, you canâ€™t do so again until you finish a Long Rest.</p>\n\n\n</div>","chat":""},"identifier":"frost","source":{"book":"GSB1","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"sorcerer","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Sorcerer","subclass":"Frost Sorcery","id":230079954,"classDefinitionId":2190884,"definitionId":2772572,"subclassDefinitionId":2772572,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/871/638607459719752506.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/magic/earth/projectiles-magma-stone-orange.webp","folder":"vfxNQllrfMrs6QXb","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778586931987,"modifiedTime":1778586931987,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}‘ťęăj         !folders!Xr8uKMvfgeAjrdggş{"_id":"Xr8uKMvfgeAjrdgg","name":"The Many","color":"#222222","type":"Item","folder":"2mCY7dYynnMrrQvm","flags":{"ddbimporter":{"flagTag":"2024/features/The Many"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587192280,"modifiedTime":1778587192280,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}m3•÷k         !folders!1ytgNuMBbgavqOeTÎ{"_id":"1ytgNuMBbgavqOeT","name":"The Astral Griffon","color":"#222222","type":"Item","folder":"2mCY7dYynnMrrQvm","flags":{"ddbimporter":{"flagTag":"2024/features/The Astral Griffon"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587192376,"modifiedTime":1778587192376,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}Ó;ËUˇl         !items!q7FPfN5ykCa9LOQ0ú.{"_id":"q7FPfN5ykCa9LOQ0","name":"Circle Magic Casting","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). 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You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the â€śEldritch Invocation Optionsâ€ť section.</p>\n<p><strong><em>Prerequisites.</em></strong> If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.</p>\n<p><strong><em>Replacing and Gaining Invocations.</em></strong> Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. 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If an invocation has a prerequisite, you must meet it to learn that invocation.","title":"Eldritch Invocations","icon":"icons/magic/symbols/cog-orange-red.webp"},"aqD4gWiAag43P2VI":{"configuration":{"allowReplacements":false,"choices":[],"grants":["saves:wis","saves:cha"],"mode":"default"},"_id":"aqD4gWiAag43P2VI","type":"Trait","flags":{},"level":1,"hint":"","classRestriction":"primary"},"ZFRKFFTuDAGM5Xcz":{"configuration":{"allowReplacements":true,"choices":[{"count":2,"pool":["skills:arc","skills:dec","skills:his","skills:itm","skills:inv","skills:nat","skills:rel"]}],"grants":[],"mode":"default"},"_id":"ZFRKFFTuDAGM5Xcz","type":"Trait","flags":{},"level":1,"hint":"","title":"Skill Proficiencies","classRestriction":"primary"},"X6uPshd9PoUiutyn":{"configuration":{"allowReplacements":true,"choices":[],"grants":[],"mode":"default"},"_id":"X6uPshd9PoUiutyn","type":"Trait","flags":{},"level":1,"hint":"","title":"Tool Proficiencies","classRestriction":"secondary"},"Fo2GGI58FZwP58q6":{"configuration":{"allowReplacements":false,"choices":[],"grants":["armor:lgt"],"mode":"default"},"_id":"Fo2GGI58FZwP58q6","type":"Trait","flags":{},"level":1,"hint":"","title":"Armor Training","classRestriction":"secondary"},"Bgv0F6fLvTLDfEUa":{"configuration":{"allowReplacements":false,"choices":[],"grants":["armor:lgt"],"mode":"default"},"_id":"Bgv0F6fLvTLDfEUa","type":"Trait","flags":{},"level":1,"hint":"","title":"Armor Training","classRestriction":"primary"},"qYojfgQySLmg9fqa":{"configuration":{"allowReplacements":false,"choices":[],"grants":["weapon:sim"],"mode":"default"},"_id":"qYojfgQySLmg9fqa","type":"Trait","flags":{},"level":1,"hint":"","title":"Weapon Proficiencies","classRestriction":"primary"},"AcnFarNav8lH48v3":{"_id":"AcnFarNav8lH48v3","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"cantrips-known","type":"number","scale":{"1":{"value":2},"4":{"value":3},"10":{"value":4}}},"title":"Cantrips Known","icon":null},"KSxIIbUKBsNaWOiF":{"_id":"KSxIIbUKBsNaWOiF","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"spells-known","type":"number","scale":{"1":{"value":2},"2":{"value":3},"3":{"value":4},"4":{"value":5},"5":{"value":6},"6":{"value":7},"7":{"value":8},"8":{"value":9},"9":{"value":10},"11":{"value":11},"13":{"value":12},"15":{"value":13},"17":{"value":14},"19":{"value":15}}},"title":"Spells Known","icon":null},"zySamSiZ8mSBKAKR":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"zySamSiZ8mSBKAKR","type":"AbilityScoreImprovement","flags":{},"level":4,"hint":"","title":"Ability Score Improvement"},"IBW5t1sFzzH3fRIY":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"IBW5t1sFzzH3fRIY","type":"AbilityScoreImprovement","flags":{},"level":8,"hint":"","title":"8: Ability Score Improvement"},"SFIZiCSKvWPQKx3G":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"SFIZiCSKvWPQKx3G","type":"AbilityScoreImprovement","flags":{},"level":12,"hint":"","title":"12: Ability Score Improvement"},"tTYniZjJXykzH3r8":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"tTYniZjJXykzH3r8","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement"},"0wkKDfv9rPCRfTjU":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"0wkKDfv9rPCRfTjU","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>An Occultist Empowered by Otherworldly Pacts</em></span></p>\n<p>Warlocks quest for knowledge that lies hidden in the fabric of the multiverse, piecing together arcane secrets to bolster their own power.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Charisma<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Warlock Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Warlock Traits table.</li>\n<li>Gain the Warlockâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Warlock Traits</caption>\n<thead></thead>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Charisma</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Warlock level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Wisdom and Charisma</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[arc]{Arcana}, &amp;Reference[dec]{Deception}, &amp;Reference[his]{History}, &amp;Reference[itm]{Intimidation}, &amp;Reference[inv]{Investigation}, &amp;Reference[nat]{Nature}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light armor</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholarâ€™s Pack, and 15 GP; or (B) 100 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.h5agtduV8F9ACMS6]{Level 1: Eldritch Invocations}</b></p>\n<p>You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the â€śEldritch Invocation Optionsâ€ť section.</p>\n<p><strong><em>Prerequisites.</em></strong> If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.</p>\n<p><strong><em>Replacing and Gaining Invocations.</em></strong> Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You canâ€™t replace an invocation if itâ€™s a prerequisite for another invocation that you have.</p>\n<p>When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.</p>\n<p>You canâ€™t pick the same invocation more than once unless its description says otherwise.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.01wU52X4clSnA7C0]{Level 1: Pact Magic}</b></p>\n<p>Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadowsâ€”its identity unclearâ€”but its boon to you is concrete: the ability to cast spells.</p>\n<p><strong><em>Cantrips.</em></strong> You know two Warlock cantrips of your choice. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.</p>\n<p>When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.</p>\n<p><strong><em>Spell Slots.</em></strong> The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1â€“5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.</p>\n<p>For example, when youâ€™re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells.</p>\n<p>The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than whatâ€™s shown in the tableâ€™s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1â€“3.</p>\n<p>If another Warlock feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Charisma is the spellcasting ability for your Warlock spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.</p>\n\n<p><b>Level 1: Eldritch Invocation Options</b></p>\n<p>Eldritch Invocation options appear in alphabetical order.</p>\n<hr>\n<h5 id=\"AgonizingBlast\" class=\"compendium-hr\">Agonizing Blast</h5>\n<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage</em></p>\n<p>Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spellâ€™s damage rolls.</p>\n<p><strong><em>Repeatable.</em></strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>\n<hr>\n<h5 id=\"ArmorofShadows\" class=\"compendium-hr\">Armor of Shadows</h5>\n<p>You can cast Mage Armor on yourself without expending a spell slot.</p>\n<hr>\n<h5 id=\"AscendantStep\" class=\"compendium-hr\">Ascendant Step</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>You can cast Levitate on yourself without expending a spell slot.</p>\n<hr>\n<h5 id=\"DevilsSight\" class=\"compendium-hr\">Devilâ€™s Sight</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can see normally in Dim Light and Darknessâ€”both magical and nonmagicalâ€”within 120 feet of yourself.</p>\n<hr>\n<h5 id=\"DevouringBlade\" class=\"compendium-hr\">Devouring Blade</h5>\n<p><em>Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation</em></p>\n<p>The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.</p>\n<hr>\n<h5 id=\"EldritchMind\" class=\"compendium-hr\">Eldritch Mind</h5>\n<p>You have Advantage on Constitution saving throws that you make to maintain Concentration.</p>\n<hr>\n<h5 id=\"EldritchSmite\" class=\"compendium-hr\">Eldritch Smite</h5>\n<p><em>Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation</em></p>\n<p>Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.</p>\n<hr>\n<h5 id=\"EldritchSpear\" class=\"compendium-hr\">Eldritch Spear</h5>\n<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage</em></p>\n<p>Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.</p>\n<p><strong><em>Repeatable.</em></strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>\n<hr>\n<h5 id=\"FiendishVigor\" class=\"compendium-hr\">Fiendish Vigor</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you donâ€™t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.</p>\n<hr>\n<h5 id=\"GazeofTwoMinds\" class=\"compendium-hr\">Gaze of Two Minds</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>You can use a Bonus Action to touch a willing creature 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 take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you donâ€™t maintain it in this way.</p>\n<p>While perceiving through the other creatureâ€™s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creatureâ€™s space if the two of you are within 60 feet of each other.</p>\n<hr>\n<h5 id=\"GiftoftheDepths\" class=\"compendium-hr\">Gift of the Depths</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>You can breathe underwater, and you gain a Swim Speed equal to your Speed.</p>\n<p>You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.</p>\n<hr>\n<h5 id=\"GiftoftheProtectors\" class=\"compendium-hr\">Gift of the Protectors</h5>\n<p><em>Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation</em></p>\n<p>A new page appears in your <em>Book of Shadows</em> when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).</p>\n<p>When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.</p>\n<p>As a Magic action, you can erase a name on the page by touching it.</p>\n<hr>\n<h5 id=\"InvestmentoftheChainMaster\" class=\"compendium-hr\">Investment of the Chain Master</h5>\n<p><em>Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation</em></p>\n<p>When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.</p>\n<p><strong><em>Aerial or Aquatic.</em></strong> The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.</p>\n<p><strong><em>Quick Attack.</em></strong> As a Bonus Action, you can command the familiar to take the Attack action.</p>\n<p><strong><em>Necrotic or Radiant Damage.</em></strong> Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.</p>\n<p><strong><em>Your Save DC.</em></strong> If the familiar forces a creature to make a saving throw, it uses your spell save DC.</p>\n<p><strong><em>Resistance.</em></strong> When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.</p>\n<hr>\n<h5 id=\"LessonsoftheFirstOnes\" class=\"compendium-hr\">Lessons of the First Ones</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.</p>\n<p><strong><em>Repeatable.</em></strong> You can gain this invocation more than once. Each time you do so, choose a different Origin feat.</p>\n<hr>\n<h5 id=\"Lifedrinker\" class=\"compendium-hr\">Lifedrinker</h5>\n<p><em>Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation</em></p>\n<p>Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).</p>\n<hr>\n<h5 id=\"MaskofManyFaces\" class=\"compendium-hr\">Mask of Many Faces</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can cast Disguise Self without expending a spell slot.</p>\n<hr>\n<h5 id=\"MasterofMyriadForms\" class=\"compendium-hr\">Master of Myriad Forms</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>You can cast Alter Self without expending a spell slot.</p>\n<hr>\n<h5 id=\"MistyVisions\" class=\"compendium-hr\">Misty Visions</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can cast Silent Image without expending a spell slot.</p>\n<hr>\n<h5 id=\"OnewithShadows\" class=\"compendium-hr\">One with Shadows</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>While youâ€™re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.</p>\n<hr>\n<h5 id=\"OtherworldlyLeap\" class=\"compendium-hr\">Otherworldly Leap</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can cast Jump on yourself without expending a spell slot.</p>\n<hr>\n<h5 id=\"PactoftheBlade\" class=\"compendium-hr\">Pact of the Blade</h5>\n<p>As a Bonus Action, you can conjure a pact weapon in your handâ€”a Simple or Martial Melee weapon of your choice with which you bondâ€”or create a bond with a magic weapon you touch; you canâ€™t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.</p>\n<p>Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.</p>\n<p>Your bond with the weapon ends if you use this featureâ€™s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.</p>\n<hr>\n<h5 id=\"PactoftheChain\" class=\"compendium-hr\">Pact of the Chain</h5>\n<p>You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.</p>\n<p>When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.</p>\n<p>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.</p>\n<hr>\n<h5 id=\"PactoftheTome\" class=\"compendium-hr\">Pact of the Tome</h5>\n<p>Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This <em>Book of Shadows</em> (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.</p>\n<p><strong><em>Cantrips and Rituals.</em></strong> When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any classâ€™s spell list, and they must be spells you donâ€™t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use the book as a Spellcasting Focus.</p>\n<hr>\n<h5 id=\"RepellingBlast\" class=\"compendium-hr\">Repelling Blast</h5>\n<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll</em></p>\n<p>Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can &amp;Reference[push]{push} the creature up to 10 feet straight away from you.</p>\n<p><strong><em>Repeatable.</em></strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>\n<hr>\n<h5 id=\"ThirstingBlade\łân2›3" class=\"compendium-hr\">Thirsting Blade</h5>\n<p><em>Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation</em></p>\n<p>You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.</p>\n<hr>\n<h5 id=\"VisionsofDistantRealms\" class=\"compendium-hr\">Visions of Distant Realms</h5>\n<p><em>Prerequisite: Level 9+ Warlock</em></p>\n<p>You can cast Arcane Eye without expending a spell slot.</p>\n<hr>\n<h5 id=\"WhispersoftheGrave\" class=\"compendium-hr\">Whispers of the Grave</h5>\n<p><em>Prerequisite: Level 7+ Warlock</em></p>\n<p>You can cast Speak with Dead without expending a spell slot.</p>\n<hr>\n<h5 id=\"WitchSight\" class=\"compendium-hr\">Witch Sight</h5>\n<p><em>Prerequisite: Level 15+ Warlock</em></p>\n<p>You have &amp;Reference[truesight]{Truesight} with a range of 30 feet.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.q7FPfN5ykCa9LOQ0]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CjA5lTGKMj5nSufG]{Level 2: Magical Cunning}</b></p>\n<p>You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you canâ€™t do so again until you finish a Long Rest.</p>\n\n<p><b>Level 3: Warlock Subclass</b></p>\n<p>You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Warlock level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.b66T65cojbrWmNWv]{Level 9: Contact Patron}</b></p>\n<p>In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spellâ€™s saving throw.</p>\n<p>Once you cast the spell with this feature, you canâ€™t do so in this way again until you finish a Long Rest.</p>\n\n<p><b>Level 11: Mystic Arcanum</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.</p>\n<p>As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n<p>Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.2lQ6JTQEiTPRvGk1]{Level 11: Mystic Arcanum (Level 6 Spell)}</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.t44mQ1v5sX0i9YZ5]{Level 13: Mystic Arcanum (Level 7 Spell)}</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 7 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.51auBOpvKVGcaR1P]{Level 15: Mystic Arcanum (Level 8 Spell)}</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 8 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.QEPPxKyqEnPsGl6T]{Level 17: Mystic Arcanum (Level 9 Spell)}</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 9 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.bcLPhV310FRavWzS]{Level 20: Eldritch Master}</b></p>\n<p>When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.</p>\n\n\n</div>","chat":""},"identifier":"warlock","source":{"book":"PHB 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have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. If an invocation has a prerequisite, you must meet it to learn that invocation.","title":"Eldritch Invocations","icon":"icons/magic/symbols/cog-orange-red.webp","value":{"added":{},"replaced":{}}},"aqD4gWiAag43P2VI":{"configuration":{"allowReplacements":false,"choices":[],"grants":["saves:wis","saves:cha"],"mode":"default"},"_id":"aqD4gWiAag43P2VI","type":"Trait","flags":{},"level":1,"hint":"","classRestriction":"primary","value":{}},"ZFRKFFTuDAGM5Xcz":{"configuration":{"allowReplacements":true,"choices":[{"count":2,"pool":["skills:arc","skills:dec","skills:his","skills:itm","skills:inv","skills:nat","skills:rel"]}],"grants":[],"mode":"default"},"_id":"ZFRKFFTuDAGM5Xcz","type":"Trait","flags":{},"level":1,"hint":"","title":"Skill Proficiencies","classRestriction":"primary","value":{}},"X6uPshd9PoUiutyn":{"configuration":{"allowReplacements":true,"choices":[],"grants":[],"mode":"default"},"_id":"X6uPshd9PoUiutyn","type":"Trait","flags":{},"level":1,"hint":"","title":"Tool Proficiencies","classRestriction":"secondary","value":{}},"Fo2GGI58FZwP58q6":{"configuration":{"allowReplacements":false,"choices":[],"grants":["armor:lgt"],"mode":"default"},"_id":"Fo2GGI58FZwP58q6","type":"Trait","flags":{},"level":1,"hint":"","title":"Armor Training","classRestriction":"secondary","value":{}},"Bgv0F6fLvTLDfEUa":{"configuration":{"allowReplacements":false,"choices":[],"grants":["armor:lgt"],"mode":"default"},"_id":"Bgv0F6fLvTLDfEUa","type":"Trait","flags":{},"level":1,"hint":"","title":"Armor Training","classRestriction":"primary","value":{}},"qYojfgQySLmg9fqa":{"configuration":{"allowReplacements":false,"choices":[],"grants":["weapon:sim"],"mode":"default"},"_id":"qYojfgQySLmg9fqa","type":"Trait","flags":{},"level":1,"hint":"","title":"Weapon Proficiencies","classRestriction":"primary","value":{}},"AcnFarNav8lH48v3":{"_id":"AcnFarNav8lH48v3","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"cantrips-known","type":"number","scale":{"1":{"value":2},"4":{"value":3},"10":{"value":4}}},"title":"Cantrips Known","icon":null,"flags":{},"value":{},"hint":""},"KSxIIbUKBsNaWOiF":{"_id":"KSxIIbUKBsNaWOiF","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"spells-known","type":"number","scale":{"1":{"value":2},"2":{"value":3},"3":{"value":4},"4":{"value":5},"5":{"value":6},"6":{"value":7},"7":{"value":8},"8":{"value":9},"9":{"value":10},"11":{"value":11},"13":{"value":12},"15":{"value":13},"17":{"value":14},"19":{"value":15}}},"title":"Spells Known","icon":null,"flags":{},"value":{},"hint":""},"zySamSiZ8mSBKAKR":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"zySamSiZ8mSBKAKR","type":"AbilityScoreImprovement","flags":{},"level":4,"hint":"","title":"Ability Score Improvement","value":{}},"IBW5t1sFzzH3fRIY":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"IBW5t1sFzzH3fRIY","type":"AbilityScoreImprovement","flags":{},"level":8,"hint":"","title":"8: Ability Score Improvement","value":{}},"SFIZiCSKvWPQKx3G":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"SFIZiCSKvWPQKx3G","type":"AbilityScoreImprovement","flags":{},"level":12,"hint":"","title":"12: Ability Score Improvement","value":{}},"tTYniZjJXykzH3r8":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"tTYniZjJXykzH3r8","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement","value":{}},"0wkKDfv9rPCRfTjU":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"0wkKDfv9rPCRfTjU","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>An Occultist Empowered by Otherworldly Pacts</em></span></p>\n<p>Warlocks quest for knowledge that lies hidden in the fabric of the multiverse, piecing together arcane secrets to bolster their own power.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Charisma<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Warlock Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Warlock Traits table.</li>\n<li>Gain the Warlockâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Warlock Traits</caption>\n<thead></thead>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Charisma</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Warlock level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Wisdom and Charisma</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[arc]{Arcana}, &amp;Reference[dec]{Deception}, &amp;Reference[his]{History}, &amp;Reference[itm]{Intimidation}, &amp;Reference[inv]{Investigation}, &amp;Reference[nat]{Nature}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light armor</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholarâ€™s Pack, and 15 GP; or (B) 100 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.h5agtduV8F9ACMS6]{Level 1: Eldritch Invocations}</b></p>\n<p>You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the â€śEldritch Invocation Optionsâ€ť section.</p>\n<p><strong><em>Prerequisites.</em></strong> If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.</p>\n<p><strong><em>Replacing and Gaining Invocations.</em></strong> Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You canâ€™t replace an invocation if itâ€™s a prerequisite for another invocation that you have.</p>\n<p>When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.</p>\n<p>You canâ€™t pick the same invocation more than once unless its description says otherwise.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.01wU52X4clSnA7C0]{Level 1: Pact Magic}</b></p>\n<p>Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadowsâ€”its identity unclearâ€”but its boon to you is concrete: the ability to cast spells.</p>\n<p><strong><em>Cantrips.</em></strong> You know two Warlock cantrips of your choice. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.</p>\n<p>When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.</p>\n<p><strong><em>Spell Slots.</em></strong> The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1â€“5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.</p>\n<p>For example, when youâ€™re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells.</p>\n<p>The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than whatâ€™s shown in the tableâ€™s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1â€“3.</p>\n<p>If another Warlock feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Charisma is the spellcasting ability for your Warlock spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.</p>\n\n<p><b>Level 1: Eldritch Invocation Options</b></p>\n<p>Eldritch Invocation options appear in alphabetical order.</p>\n<hr>\n<h5 id=\"AgonizingBlast\" class=\"compendium-hr\">Agonizing Blast</h5>\n<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage</em></p>\n<p>Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spellâ€™s damage rolls.</p>\n<p><strong><em>Repeatable.</em></strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>\n<hr>\n<h5 id=\"ArmorofShadows\" class=\"compendium-hr\">Armor of Shadows</h5>\n<p>You can cast Mage Armor on yourself without expending a spell slot.</p>\n<hr>\n<h5 id=\"AscendantStep\" class=\"compendium-hr\">Ascendant Step</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>You can cast Levitate on yourself without expending a spell slot.</p>\n<hr>\n<h5 id=\"DevilsSight\" class=\"compendium-hr\">Devilâ€™s Sight</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can see normally in Dim Light and Darknessâ€”both magical and nonmagicalâ€”within 120 feet of yourself.</p>\n<hr>\n<h5 id=\"DevouringBlade\" class=\"compendium-hr\">Devouring Blade</h5>\n<p><em>Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation</em></p>\n<p>The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.</p>\n<hr>\n<h5 id=\"EldritchMind\" class=\"compendium-hr\">Eldritch Mind</h5>\n<p>You have Advantage on Constitution saving throws that you make to maintain Concentration.</p>\n<hr>\n<h5 id=\"EldritchSmite\" class=\"compendium-hr\">Eldritch Smite</h5>\n<p><em>Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation</em></p>\n<p>Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.</p>\n<hr>\n<h5 id=\"EldritchSpear\" class=\"compendium-hr\">Eldritch Spear</h5>\n<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage</em></p>\n<p>Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.</p>\n<p><strong><em>Repeatable.</em></strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>\n<hr>\n<h5 id=\"FiendishVigor\" class=\"compendium-hr\">Fiendish Vigor</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you donâ€™t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.</p>\n<hr>\n<h5 id=\"GazeofTwoMinds\" class=\"compendium-hr\">Gaze of Two Minds</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>You can use a Bonus Action to touch a willing creature 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 take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you donâ€™t maintain it in this way.</p>\n<p>While perceiving through the other creatureâ€™s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creatureâ€™s space if the two of you are within 60 feet of each other.</p>\n<hr>\n<h5 id=\"GiftoftheDepths\" class=\"compendium-hr\">Gift of the Depths</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>You can breathe underwater, and you gain a Swim Speed equal to your Speed.</p>\n<p>You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.</p>\n<hr>\n<h5 id=\"GiftoftheProtectors\" class=\"compendium-hr\">Gift of the Protectors</h5>\n<p><em>Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation</em></p>\n<p>A new page appears in your <em>Book of Shadows</em> when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modiě¦;®Lfier (minimum of one name).</p>\n<p>When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.</p>\n<p>As a Magic action, you can erase a name on the page by touching it.</p>\n<hr>\n<h5 id=\"InvestmentoftheChainMaster\" class=\"compendium-hr\">Investment of the Chain Master</h5>\n<p><em>Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation</em></p>\n<p>When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.</p>\n<p><strong><em>Aerial or Aquatic.</em></strong> The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.</p>\n<p><strong><em>Quick Attack.</em></strong> As a Bonus Action, you can command the familiar to take the Attack action.</p>\n<p><strong><em>Necrotic or Radiant Damage.</em></strong> Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.</p>\n<p><strong><em>Your Save DC.</em></strong> If the familiar forces a creature to make a saving throw, it uses your spell save DC.</p>\n<p><strong><em>Resistance.</em></strong> When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.</p>\n<hr>\n<h5 id=\"LessonsoftheFirstOnes\" class=\"compendium-hr\">Lessons of the First Ones</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.</p>\n<p><strong><em>Repeatable.</em></strong> You can gain this invocation more than once. Each time you do so, choose a different Origin feat.</p>\n<hr>\n<h5 id=\"Lifedrinker\" class=\"compendium-hr\">Lifedrinker</h5>\n<p><em>Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation</em></p>\n<p>Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).</p>\n<hr>\n<h5 id=\"MaskofManyFaces\" class=\"compendium-hr\">Mask of Many Faces</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can cast Disguise Self without expending a spell slot.</p>\n<hr>\n<h5 id=\"MasterofMyriadForms\" class=\"compendium-hr\">Master of Myriad Forms</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>You can cast Alter Self without expending a spell slot.</p>\n<hr>\n<h5 id=\"MistyVisions\" class=\"compendium-hr\">Misty Visions</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can cast Silent Image without expending a spell slot.</p>\n<hr>\n<h5 id=\"OnewithShadows\" class=\"compendium-hr\">One with Shadows</h5>\n<p><em>Prerequisite: Level 5+ Warlock</em></p>\n<p>While youâ€™re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.</p>\n<hr>\n<h5 id=\"OtherworldlyLeap\" class=\"compendium-hr\">Otherworldly Leap</h5>\n<p><em>Prerequisite: Level 2+ Warlock</em></p>\n<p>You can cast Jump on yourself without expending a spell slot.</p>\n<hr>\n<h5 id=\"PactoftheBlade\" class=\"compendium-hr\">Pact of the Blade</h5>\n<p>As a Bonus Action, you can conjure a pact weapon in your handâ€”a Simple or Martial Melee weapon of your choice with which you bondâ€”or create a bond with a magic weapon you touch; you canâ€™t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.</p>\n<p>Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.</p>\n<p>Your bond with the weapon ends if you use this featureâ€™s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.</p>\n<hr>\n<h5 id=\"PactoftheChain\" class=\"compendium-hr\">Pact of the Chain</h5>\n<p>You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.</p>\n<p>When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.</p>\n<p>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.</p>\n<hr>\n<h5 id=\"PactoftheTome\" class=\"compendium-hr\">Pact of the Tome</h5>\n<p>Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This <em>Book of Shadows</em> (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.</p>\n<p><strong><em>Cantrips and Rituals.</em></strong> When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any classâ€™s spell list, and they must be spells you donâ€™t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use the book as a Spellcasting Focus.</p>\n<hr>\n<h5 id=\"RepellingBlast\" class=\"compendium-hr\">Repelling Blast</h5>\n<p><em>Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll</em></p>\n<p>Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can &amp;Reference[push]{push} the creature up to 10 feet straight away from you.</p>\n<p><strong><em>Repeatable.</em></strong> You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.</p>\n<hr>\n<h5 id=\"ThirstingBlade\" class=\"compendium-hr\">Thirsting Blade</h5>\n<p><em>Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation</em></p>\n<p>You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.</p>\n<hr>\n<h5 id=\"VisionsofDistantRealms\" class=\"compendium-hr\">Visions of Distant Realms</h5>\n<p><em>Prerequisite: Level 9+ Warlock</em></p>\n<p>You can cast Arcane Eye without expending a spell slot.</p>\n<hr>\n<h5 id=\"WhispersoftheGrave\" class=\"compendium-hr\">Whispers of the Grave</h5>\n<p><em>Prerequisite: Level 7+ Warlock</em></p>\n<p>You can cast Speak with Dead without expending a spell slot.</p>\n<hr>\n<h5 id=\"WitchSight\" class=\"compendium-hr\">Witch Sight</h5>\n<p><em>Prerequisite: Level 15+ Warlock</em></p>\n<p>You have &amp;Reference[truesight]{Truesight} with a range of 30 feet.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.q7FPfN5ykCa9LOQ0]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CjA5lTGKMj5nSufG]{Level 2: Magical Cunning}</b></p>\n<p>You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you canâ€™t do so again until you finish a Long Rest.</p>\n\n<p><b>Level 3: Warlock Subclass</b></p>\n<p>You gain a Warlock subclass of your choice. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Warlock level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.b66T65cojbrWmNWv]{Level 9: Contact Patron}</b></p>\n<p>In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spellâ€™s saving throw.</p>\n<p>Once you cast the spell with this feature, you canâ€™t do so in this way again until you finish a Long Rest.</p>\n\n<p><b>Level 11: Mystic Arcanum</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.</p>\n<p>As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n<p>Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.2lQ6JTQEiTPRvGk1]{Level 11: Mystic Arcanum (Level 6 Spell)}</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlock level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.t44mQ1v5sX0i9YZ5]{Level 13: Mystic Arcanum (Level 7 Spell)}</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 7 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.51auBOpvKVGcaR1P]{Level 15: Mystic Arcanum (Level 8 Spell)}</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 8 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.QEPPxKyqEnPsGl6T]{Level 17: Mystic Arcanum (Level 9 Spell)}</b></p>\n<p>Your patron grants you a magical secret called an arcanum. Choose one level 9 Warlock spell as this arcanum.</p>\n<p>You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You regain all uses of your Mystic Arcanum when you finish a Long Rest.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.bcLPhV310FRavWzS]{Level 20: Eldritch Master}</b></p>\n<p>When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.</p>\n\n\n</div>","chat":""},"identifier":"warlock","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"HNL3GVldnPCsg4BR","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmLeatherArm","requiresProficiency":false,"_id":"E16bWj9PWbA3ZDHF","group":"HNL3GVldnPCsg4BR","sort":200000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepSickle0000","requiresProficiency":false,"_id":"c2w1NtOevecavhT1","group":"HNL3GVldnPCsg4BR","sort":300000},{"type":"linked","count":2,"key":"Compendium.dnd5e.equipment24.Item.phbwepDagger0000","requiresProficiency":false,"_id":"cbnBTbycZMQuhcSY","group":"HNL3GVldnPCsg4BR","sort":400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbafcOrb0000000","requiresProficiency":false,"_id":"O8EoDIxQhPCa9Y1L","group":"HNL3GVldnPCsg4BR","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagBook0000000","requiresProficiency":false,"_id":"azIjGwebr4IUGOUW","group":"HNL3GVldnPCsg4BR","sort":700000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagScholarsPac","requiresProficiency":false,"_id":"QtlLMEGt8LF296xx","group":"HNL3GVldnPCsg4BR","sort":800000},{"type":"currency","count":15,"key":"gp","requiresProficiency":false,"_id":"KqxMWGbayv1QRIDV","group":"HNL3GVldnPCsg4BR","sort":900000}],"hd":{"denomination":"d8","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["cha"],"all":false},"properties":[],"spellcasting":{"progression":"pact","ability":"cha","preparation":{"formula":""}}},"flags":{"ddbimporter":{"class":"Warlock","id":230080020,"classDefinitionId":2190885,"definitionId":2190885,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/890/638607460049450769.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":1,"spellCastingAbility":"cha"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","folder":"HIOyJFm7XG6VnhNb","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587230311,"modifiedTime":1778587230311,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}¤Ĺéő­         !items!9NMnzXCcpFY4uZUAÜ:{"_id":"9NMnzXCcpFY4uZUA","name":"The Many","type":"subclass","system":{"advancement":{"p2VXZdM3iQG7aKYy":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.N8NzXgwVOkns7Uui","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Behm89egtSXBexh9","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Gy9ubqxymZFvMorV","optional":false}],"optional":false,"spell":null},"_id":"p2VXZdM3iQG7aKYy","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"msAjeK2z9b1BFFTJ":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.oReywc2SO8x5AdqQ","optional":false}],"optional":false,"spell":null},"_id":"msAjeK2z9b1BFFTJ","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"oiZIjKfxBie3gMjp":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.fuSROBzddVqiXzWS","optional":false}],"optional":false,"spell":null},"_id":"oiZIjKfxBie3gMjp","type":"ItemGrant","flags":{},"level":10,"hint":"","title":"Features","value":{}},"aBjltHluaWTfIunk":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.dBQKVyDwLBXESh7T","optional":false}],"optional":false,"spell":null},"_id":"aBjltHluaWTfIunk","type":"ItemGrant","flags":{},"level":14,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>An Occultist Empowered by Otherworldly Pacts</em></span></p>\n<p>Warlocks quest for knowledge that lies hidden in the fabric of the multiverse, piecing together arcane secrets to bolster their own power.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Charisma<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.N8NzXgwVOkns7Uui]{Level 3: Expanded Spell List}</b></p>\n<p>The Many 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.</p>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Spell Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>Entangle, Magic Missile</td>\n</tr>\n<tr>\n<td>2nd</td>\n<td>Scorching Ray, See Invisibility</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>Blink, Nondetection</td>\n</tr>\n<tr>\n<td>4th</td>\n<td>Arcane Eye, Black Tentacles</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>Mislead, Telepathic Bond</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Behm89egtSXBexh9]{Level 3: Eldritch Heads}</b></p>\n<p>At 3rd level, you gain a number of eldritch heads equal to your proficiency bonus. Only you and creatures with &amp;Reference[truesight]{truesight} can see these heads, which sprout from your shoulders as representations of your patron. You can choose to ignore the heads and cause them to vanish from your vision.</p>\n<p>These eldritch heads provide you with motes of power from your patron that can be expended to grant you the following benefits:</p>\n<ul>\n<li>Once per turn, you can expend one head when you hit a creature with an attack to cause that creature to take extra psychic damage equal to 1 + your proficiency bonus.</li>\n<li>When you make a Charisma (&amp;Reference[itm]{Intimidation}) check, you can expend one head to gain advantage on the roll. When you do, your eldritch heads become briefly visible to everyone.</li>\n<li>When you fail a death saving throw, you can expend one head to succeed instead.</li>\n</ul>\n<p>When a head is expended, its appearance becomes wispy and gaseous, but its glowing eyes remain. You regain all expended heads when you finish a long rest.</p>\n<p>In addition, you can use a bonus action to beseech your patron to restore two of your expended heads. Once you use this ability, you canâ€™t use it again until you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Gy9ubqxymZFvMorV]{Level 3: Guarded}</b></p>\n<p>Also at 3rd level, while you have at least one eldritch head remaining, you canâ€™t be surprised, and if a creature would gain advantage on an attack roll against you due to having its ally within 5 feet of you, it makes the attack roll without advantage.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.oReywc2SO8x5AdqQ]{Level 6: Improved Eldritch Heads}</b></p>\n<p>At 6th level, youâ€™ve devised more ways to use your eldritch heads. You gain the following benefits:</p>\n<ul>\n<li>You can use a bonus action to expend one eldritch head, reabsorbing it to gain a number of temporary hit points equal to 2d6 + your Charisma modifier.</li>\n<li>Once per turn, you can expend one head to take a reaction even if youâ€™ve already used your reaction. You canâ€™t use this benefit on the same turn that you take your normal reaction.</li>\n<li>When you fail a saving throw against being charmed, frightened, or put to sleep by magic, you can expend one head to reroll the saving throw. If you do so, you must use the new roll.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.fuSROBzddVqiXzWS]{Level 10: Groupthink}</b></p>\n<p>Starting at 10th level, your eldritch heads are always there to support your mortal mind and body. You gain a bonus to Intelligence checks, Wisdom (&amp;Reference[prc]{Perception}) checks, and Intelligence saving throws equal to half your proficiency bonus.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.dBQKVyDwLBXESh7T]{Level 14: Eldritch Frenzy}</b></p>\n<p>Starting at 14th level, you can use an action to revive your expended eldritch heads in a frenzied burst, during which time they become visible to everyone. When you do, you regain all expended heads, which releases a thunderous roar audible out to 300 feet as they tear into existence. Choose a number of creatures within 60 feet of you up to the number of heads you regain in this way. Each target must make an [[/save int format=long]] against your warlock spell save DC. On a failed save, a target takes 4d8 psychic damage and is incapacitated until the end of your next turn as its mind is flooded with otherworldly energy. On a successful save, a target takes half as much psychic damage and isnâ€™t incapacitated.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a long rest.</p>\n\n\n</div>","chat":""},"identifier":"the-many","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"warlock","spellcasting":{"progression":"pact","ability":"cha","preparation":{"formula":""}}},"flags":{"ddbimporter":{"class":"Warlock","subclass":"The Many","id":230080020,"classDefinitionId":2190885,"definitionId":2320592,"subclassDefinitionId":2320592,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/890/638607460049450769.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"spellCastingAbility":"cha"}},"img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","folder":"HIOyJFm7XG6VnhNb","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587231233,"modifiedTime":1778587231234,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}¶jş®         !items!VGyNIgiblXZIfWFxâK{"_id":"VGyNIgiblXZIfWFx","name":"The Astral Griffon","type":"subclass","system":{"advancement":{"fFA0EbSQM7JN9mOD":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Q6UHbGB2BOxO8SZz","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.5iqIHDFyLcFjfMAE","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.O5NPkO1HzJKg6wB5","optional":false}],"optional":false,"spell":null},"_id":"fFA0EbSQM7JN9mOD","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"EYxswP86vaWJqsqs":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.L4u87J9TAROvGhkP","optional":false}],"optional":false,"spell":null},"_id":"EYxswP86vaWJqsqs","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"I0Fsg2fKYMTVgJCT":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.HEFAHlqbggSdhCYm","optional":false}],"optional":false,"spell":null},"_id":"I0Fsg2fKYMTVgJCT","type":"ItemGrant","flags":{},"level":14,"hint":"","title":"Features","value":{}},"DA2tMoI5wv5Hn4ir":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Identify24IIIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.LocateObject24II","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.MagicMissile24II","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.RopeTrick24IIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"DA2tMoI5wv5Hn4ir","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Astral Griffon Spells","value":{}},"nytvYKmyKpv87IRW":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Blink24IIIIIIIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Clairvoyance24II","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"nytvYKmyKpv87IRW","type":"ItemGrant","flags":{},"level":5,"hint":"","title":"Astral Griffon Spells","value":{}},"tzstTD2SvY9P7a95":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.LegendLore24IIII","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-spells.Item.Passwall24IIIIII","optional":false}],"optional":false,"spell":{"ability":[],"method":"spell","prepared":2,"uses":{"max":"","per":"","requireSlot":true}}},"_id":"tzstTD2SvY9P7a95","type":"ItemGrant","flags":{},"level":9,"hint":"","title":"Astral Griffon Spells","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>An Occultist Empowered by Otherworldly Pacts</em></span></p>\n<p>Warlocks quest for knowledge that lies hidden in the fabric of the multiverse, piecing together arcane secrets to bolster their own power.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Charisma<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Wisdom &amp; Charisma</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Q6UHbGB2BOxO8SZz]{Level 3: Astral Griffon Spells}</b></p>\n<p>The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Astral Griffon Spells table, you thereafter always have the listed spells prepared.</p>\n<table class=\"table-compendium table--sub-features\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>\n<h5 id=\"AstralGriffonSpells\" class=\"compendium-hr quick-menu-exclude\">Astral Griffon Spells</h5>\n</caption>\n<thead>\n<tr>\n<th>Warlock Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>Identify, Locate Object, Magic Missile, Rope Trick</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Blink, Clairvoyance</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Private Sanctum, Secret Chest</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Legend Lore, Passwall</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.5iqIHDFyLcFjfMAE]{Level 3: Astral Missile}</b></p>\n<p>You can cast Magic Missile without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. When you cast it in this way, the darts can target a creature you canâ€™t see; if the target isnâ€™t within range, the dart flies haphazardly before vanishing through an instantaneous planar tear.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.O5NPkO1HzJKg6wB5]{Level 3: Extradimensional Acuity}</b></p>\n<p>Your patron grants you the ability to maintain a small pocket dimension. This extradimensional space is always accessible to you and can hold up to 50 pounds of inanimate material, not exceeding a volume of 1 cubic foot. You can access and interact with this space using your hands the same way you would with a normal container. Your hands disappear within the space while theyâ€™re accessing it.</p>\n<p>Placing a Bag of Holding, Handy Haversack, Portable Hole, or similar item inside your pocket dimension instantly destroys that item, and the contents of the two extradimensional spaces are scattered in the Astral Plane. When thisĂ$WßO happens, you are unable to access your pocket dimension again until 7 days have passed.</p>\n<p>In addition, you can sense whether extradimensional spaces (other than the one given to you by your patron) are present within 60 feet of you. This feature doesnâ€™t reveal their location or number.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.L4u87J9TAROvGhkP]{Level 6: Planar Escape}</b></p>\n<p>You can hide yourself in a temporary extradimensional space to avoid harm. When you take damage, you can take a Reaction to halve that damage against you and disappear into a harmless demiplane, which overlaps with your current plane. You can perceive the plane you left and move normally while in this demiplane, but you are imperceptible to creatures on the overlapped plane. You remain in this demiplane until the end of your next turn or until you choose to return to the plane you left (no action required). Once you use this feature, you canâ€™t do so again until you finish a Short or Long Rest.</p>\n\n<p><b>Level 10: Extradimensional Mastery</b></p>\n<p>The fabric of existence is clear to you. You gain the following benefits.</p>\n<p><strong><em>Astral Clarity.</em></strong> You can take a Magic action to enhance your &amp;Reference[prc]{perception} of reality. For 10 minutes, you have Advantage on Wisdom (&amp;Reference[prc]{Perception}) checks that rely on sight, and you have &amp;Reference[truesight]{Truesight} with a range of 30 feet. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n<p><strong><em>Magical Snoop.</em></strong> While youâ€™re within 10 feet of a magic item that contains an extradimensional space, you can sense what objects are stored within it.</p>\n<p><strong><em>Resistance.</em></strong> You have Resistance to Force damage.</p>\n<hr>\n<p><em>Select Enhance &amp;Reference[prc]{Perception} below to apply the effects from Astral Clarity. Deselect it to end the effects.</em></p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.HEFAHlqbggSdhCYm]{Level 14: Pocketeer}</b></p>\n<p>Youâ€™ve learned how to mold extradimensional spaces beyond their normal limits. Your pocket dimension can now hold up to 250 pounds of inanimate material, not exceeding a volume of 10 cubic feet.</p>\n<p>In addition, you can take a Magic action to target an object you can see within 30 feet of yourself that isnâ€™t being worn, shunting it into your pocket dimension; if there isnâ€™t enough space in your pocket dimension for the object, this effect fails and your action is wasted. If the object is being carried by a creature, that creature must succeed on a [[/save wis format=long]] against your spell save DC to avoid this effect. The object remains in your pocket dimension until you retrieve it. If you donâ€™t retrieve the object before the end of your next turn, it reappears in an unoccupied space within 5 feet of you or in your hands if you have any free (your choice each time). Once you use this effect to target an object that is being carried by a creature, you canâ€™t do so again until you finish a Short or Long Rest.</p>\n\n\n</div>","chat":""},"identifier":"the-astral-griffon","source":{"book":"GSB1","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"warlock","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Warlock","subclass":"The Astral Griffon","id":230080020,"classDefinitionId":2190885,"definitionId":2772582,"subclassDefinitionId":2772582,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/890/638607460049450769.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true}},"img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","folder":"HIOyJFm7XG6VnhNb","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587231302,"modifiedTime":1778587231302,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}×84ĺŻ         !folders!I02igkwvfx3NslhvĽ{"_id":"I02igkwvfx3Nslhv","name":"Wand Lore","color":"#222222","type":"Item","folder":"XeY1xqeYLKngFMLK","flags":{"ddbimporter":{"flagTag":"2024/features/Wand Lore"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587364269,"modifiedTime":1778587364269,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}żÉŢ¦ë°         !folders!ARtf6u7ifq88bIyGÂ{"_id":"ARtf6u7ifq88bIyG","name":"Materializer","color":"#222222","type":"Item","folder":"XeY1xqeYLKngFMLK","flags":{"ddbimporter":{"flagTag":"2024/features/Materializer"}},"description":"","sorting":"a","sort":0,"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587364337,"modifiedTime":1778587364337,"lastModifiedBy":"27mevD1haearktUh","compendiumSource":null,"duplicateSource":null,"exportSource":null}}eÖ° ±         !items!ZqtvOf8CuzOyCc4Vů.{"_id":"ZqtvOf8CuzOyCc4V","name":"Circle Magic Casting","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n</div>","chat":""},"identifier":"circle-magic-casting","source":{"book":"FRHoF","page":"","license":"","custom":"","rules":"2024"},"crewed":false,"enchant":{},"prerequisites":{"items":[],"level":1,"repeatable":false},"properties":[],"requirements":"","type":{"value":"class","subtype":""}},"flags":{"ddbimporter":{"isChoiceFeature":false,"id":12373807,"type":"class","entityTypeId":12168134,"is2014":false,"is2024":true,"legacy":false,"originalName":"Circle Magic Casting","dndbeyond":{"requiredLevel":1,"displayOrder":16,"featureType":2,"classId":2190886,"entityType":"class-feature"},"class":"Wizard","classId":2190886,"optionalFeature":true,"defaultAdditionalActivities":{"enabled":true,"data":{}}},"midi-qol":{"onUseMacroParts":{}},"dnd5e":{"-=riders":null}},"img":"icons/magic/symbols/runes-star-pentagon-blue.webp","folder":"qLX60bc5Xu5PEjOq","_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778579985261,"modifiedTime":1778587365287,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}]đŔ‰˛         !items!w1wCG0rTQ6UDEZCxâ,{"_id":"w1wCG0rTQ6UDEZCx","name":"Spellcasting","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<p>As a student of arcane magic, you have learned to cast spells.</p>\n<p><strong><em>Cantrips.</em></strong> You know three Wizard cantrips of your choice. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.</p>\n<p>When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.</p>\n<p><strong><em>Spellbook.</em></strong> Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the bookâ€™s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.</p>\n<p>The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.</p>\n<p>Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.</p>\n<p><strong><em>Spell Slots.</em></strong> The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.</p>\n<p>The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.</p>\n<p>If another Wizard feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Intelligence is your spellcasting ability for your Wizard spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.</p>\n<aside id=\"ExpandingandReplacingaSpellbook\" class=\"text--rules-sidebar\" style=\"--sb-rules-sidebar:#e9dacb;--dark-sb-rules-sidebar:#4f4133\">\n<p>Expanding and Replacing a Spellbook</p>\n<p>The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.</p>\n<p><strong><em>Copying a Spell into the Book.</em></strong> When you find a level 1+ Wizard spell, you can copy it into your spellbook if itâ€™s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.</p>\n<p><strong><em>Copying the Book.</em></strong> You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.</p>\n<p>If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.</p>\n</aside>\n</div>","chat":""},"identifier":"spellcasting","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024"},"crewed":false,"enchant":{},"prerequisites":{"items":[],"level":1,"repeatable":false},"properties":[],"requirements":"","type":{"value":"class","subtype":""}},"flags":{"ddbimporter":{"isChoiceFeature":false,"id":10292383,"type":"class","entityTypeId":12168134,"is2014":false,"is2024":true,"legacy":false,"originalName":"Spellcasting","dndbeyond":{"requiredLevel":1,"displayOrder":2,"featureType":1,"class":"Wizard","classId":2190886,"entityType":"class-feature","levelScale":null,"levelScales":[],"limitedUse":[]},"class":"Wizard","classId":2190886,"defaultAdditionalActivities":{"enabled":true,"data":{}}},"midi-qol":{"onUseMacroParts":{}},"dnd5e":{"-=riders":null}},"img":"icons/magic/light/beam-rays-orange-large.webp","folder":"OEdp76pA7IOrGyLy","_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778579985311,"modifiedTime":1778587365756,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}š$H¦Qł         !items!dYehu7Jlb0VFVX64Ş{"_id":"dYehu7Jlb0VFVX64","name":"Ritual Adept","type":"feat","effects":[],"system":{"activities":{},"uses":{"spent":0,"recovery":[]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<p>You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. 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´         !items!2zrz77rpu1QagoRi‡{"_id":"2zrz77rpu1QagoRi","name":"Arcane Recovery","type":"feat","effects":[],"system":{"activities":{"macArcaRecoclass":{"type":"ddbmacro","_id":"macArcaRecoclass","img":null,"sort":0,"activation":{"type":"action","override":false},"consumption":{"targets":[{"type":"itemUses","target":"","value":"1","scaling":{"mode":"","formula":""}}],"scaling":{"allowed":false,"max":""}},"description":{},"duration":{"units":"inst","special":""},"effects":[],"flags":{},"range":{"units":"self","override":false},"target":{"override":true,"template":{"contiguous":false,"type":"","size":"","units":"ft"},"affects":{}},"uses":{"spent":0,"recovery":[]},"visibility":{"level":{},"requireAttunement":false,"requireIdentification":false,"requireMagic":false},"macro":{"function":"ddb.feat.arcaneRecovery","name":"Arcane Recovery","visible":false,"parameters":""}}},"uses":{"spent":0,"max":"1","recovery":[{"period":"lr","type":"recoverAll"}]},"advancement":{},"description":{"value":"<div class=\"ddb\">\n<p>You can regain some of your magical energy by studying your spellbook. 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class=\"ddb\">\n<p>When you cast a level 1+ spell, you can magically create a Cube of inanimate material of your choice that is no larger than 5 feet on a side. 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If the armor already granted a bonus to AC, the wearer must choose whether to use that bonus or the one granted by this feature when calculating its Armor Class.</li>\n<li>(Armor Only) The armor doesnâ€™t impose Disadvantage on Dexterity (&amp;Reference[ste]{Stealth}) checks if it normally would.</li>\n<li>The object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, a creature holding the object can cause it to stop or resume shedding this light.</li>\n<li>The objectâ€™s weight is halved. If the object is a suit of armor, it doesnâ€™t have a Strength requirement if it normally would. If itâ€™s a weapon with the Heavy property, it doesnâ€™t impose Disadvantage on the wielderâ€™s attack rolls as a result of that property.</li>\n<li>When a creature throws the object, it flies back to the creatureâ€™s hand immediately after hitting or missing its target.</li>\n<li>You change any of the objectâ€™s colors, smells, and textures.</li>\n</ul>\n<p>You can use this feature twice, expending one use for each benefit you give an object. You regain all expended uses of this feature when you finish a Short or Long Rest. Once you give an object a benefit in this way, you canâ€™t give that benefit to an object again until you regain your expended uses of this feature.</p><hr><section class=\"secret\">\n<p><strong>Enhance Armor</strong></p>\n<p>Your attention to both magic and mundane detail gives you a heightened understanding and control over them. As a Magic action, you can touch a weapon. Until the end of your next Short or Long Rest, the object becomes magical if it isnâ€™t already, and gains your choice of up to two of the following benefits:</p>\n<ul>\n<li>The wearer of the armor gains a +1 bonus to Armor Class; this bonus increases to +2 when you reach Wizard level 10 and +3 when you reach Wizard level 14. If the armor already granted a bonus to AC, the wearer must choose whether to use that bonus or the one granted by this feature when calculating its Armor Class.</li>\n<li>The armor doesnâ€™t impose Disadvantage on Dexterity (&amp;Reference[ste]{Stealth}) checks if it normally would.</li>\n<li>The object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, a creature holding the object can cause it to stop or resume shedding this light.</li>\n<li>The objectâ€™s weight is halved. If the object is a suit of armor, it doesnâ€™t have a Strength requirement if it normally would. 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class=\"ddb\">\n<p>When you see a Large or smaller nonmagical object or structure be destroyed within 60 feet of you, you can take a Reaction to cause its debris to magically vanish. 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Enhancement"},"isChoice":true,"class":"Wizard","classId":2190886,"subClass":"Materializer","subClassId":2772583,"initialFeature":{"value":"<p>Until the end of your next Short or Long Rest, you change any of the objectâ€™s colors, smells, and textures.</p>","chat":""},"defaultAdditionalActivities":{"enabled":true,"data":{"featureName":"Enhance Material","activityCount":1,"activityKeys":["utilityEnMaclNe0"],"nameMap":{"utilityEnMaclNe0":["Enhance Material"]}}}}},"folder":"ARtf6u7ifq88bIyG","img":"systems/dnd5e/icons/svg/items/feature.svg","_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587370316,"modifiedTime":1778587370316,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}l§ŹŠYÍ         !items!xxyDO1JvZb59Kjtb×˛{"_id":"xxyDO1JvZb59Kjtb","name":"Wizard","type":"class","system":{"advancement":{"n8pRoa6CmBk3F3D2":{"configuration":{},"_id":"n8pRoa6CmBk3F3D2","type":"Subclass","flags":{},"level":3,"hint":"","title":"Wizard 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Improvement"},"qKlM0jZhCJDMQRJO":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"qKlM0jZhCJDMQRJO","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement"},"15eDNSbbH6c4YcGz":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"15eDNSbbH6c4YcGz","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Scholarly Magic-User of Arcane Power</em></span></p>\n<p>Wizards cast spells of explosive fire, arcing lightning, subtle &amp;Reference[dec]{deception}, and spectacular transformations.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Intelligence<br><strong>Hit Point Die:</strong> D6<br><strong>Saves:</strong> Intelligence &amp; Wisdom</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Wizard Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Wizard Traits table.</li>\n<li>Gain the Wizardâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Wizard Traits</caption>\n<thead></thead>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Intelligence</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D6 per Wizard level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Intelligence and Wisdom</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[arc]{Arcana}, &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[inv]{Investigation}, &amp;Reference[med]{Medicine}, &amp;Reference[nat]{Nature}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>None</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholarâ€™s Pack, and 5 GP; or (B) 55 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.w1wCG0rTQ6UDEZCx]{Level 1: Spellcasting}</b></p>\n<p>As a student of arcane magic, you have learned to cast spells.</p>\n<p><strong><em>Cantrips.</em></strong> You know three Wizard cantrips of your choice. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.</p>\n<p>When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.</p>\n<p><strong><em>Spellbook.</em></strong> Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the bookâ€™s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.</p>\n<p>The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.</p>\n<p>Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.</p>\n<p><strong><em>Spell Slots.</em></strong> The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.</p>\n<p>The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.</p>\n<p>If another Wizard feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Intelligence is your spellcasting ability for your Wizard spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.</p>\n<aside id=\"ExpandingandReplacingaSpellbook\" class=\"text--rules-sidebar\" style=\"--sb-rules-sidebar:#e9dacb;--dark-sb-rules-sidebar:#4f4133\">\n<p>Expanding and Replacing a Spellbook</p>\n<p>The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.</p>\n<p><strong><em>Copying a Spell into the Book.</em></strong> When you find a level 1+ Wizard spell, you can copy it into your spellbook if itâ€™s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.</p>\n<p><strong><em>Copying the Book.</em></strong> You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.</p>\n<p>If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.</p>\n</aside>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.dYehu7Jlb0VFVX64]{Level 1: Ritual Adept}</b></p>\n<p>You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You neednâ€™t have the spell prepared, but you must read from the book to cast a spell in this way.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.2zrz77rpu1QagoRi]{Level 1: Arcane Recovery}</b></p>\n<p>You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if youâ€™re a level 4 Wizard, you can recover up to two levelsâ€™ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.</p>\n<p>Once you use this feature, you canâ€™t do so again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZqtvOf8CuzOyCc4V]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.P89tVLJpAHZwSDHE]{Level 2: Scholar}</b></p>\n<p>While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: &amp;Reference[arc]{Arcana}, &amp;Reference[his]{History}, &amp;Reference[inv]{Investigation}, &amp;Reference[med]{Medicine}, &amp;Reference[nat]{Nature}, or &amp;Reference[rel]{Religion}. You have Expertise in the chosen skill.</p>\n\n<p><b>Level 3: Wizard Subclass</b></p>\n<p>You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Wizard level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZAHYJqt86QvPAUeH]{Level 5: Memorize Spell}</b></p>\n<p>Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 12 and 16.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard level 16.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.51WGonf1ggpdVYs3]{Level 18: Spell Mastery}</b></p>\n<p>You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.</p>\n<p>Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.JkuiXB7A2Fpm1sjk]{Level 20: Signature Spells}</b></p>\n<p>Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you canâ€™t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.</p>\n\n\n</div>","chat":""},"identifier":"wizard","source":{"book":"PHB 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Proficiencies","classRestriction":"primary","value":{}},"8lPbf03k1KFREkVX":{"configuration":{"allowReplacements":false,"choices":[{"count":1,"pool":["skills:*"]}],"grants":[],"mode":"expertise"},"_id":"8lPbf03k1KFREkVX","type":"Trait","flags":{},"level":2,"hint":"","title":"Scholar","value":{}},"L0INqwnFhvfnoXW4":{"configuration":{"allowReplacements":true,"choices":[],"grants":[],"mode":"default"},"_id":"L0INqwnFhvfnoXW4","type":"Trait","flags":{},"level":1,"hint":"","title":"Tool Proficiencies","classRestriction":"secondary","value":{}},"f3bv2ibJ5RuUkbMG":{"configuration":{"allowReplacements":false,"choices":[],"grants":["weapon:sim"],"mode":"default"},"_id":"f3bv2ibJ5RuUkbMG","type":"Trait","flags":{},"level":1,"hint":"","title":"Weapon Proficiencies","classRestriction":"primary","value":{}},"YX5IycCLXol5vg5q":{"_id":"YX5IycCLXol5vg5q","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"max-prepared","type":"number","scale":{"1":{"value":4},"2":{"value":5},"3":{"value":6},"4":{"value":7},"5":{"value":9},"6":{"value":10},"7":{"value":11},"8":{"value":12},"9":{"value":14},"10":{"value":15},"11":{"value":16},"13":{"value":17},"14":{"value":18},"15":{"value":19},"16":{"value":21},"17":{"value":22},"18":{"value":23},"19":{"value":24},"20":{"value":25}}},"title":"Maximum Prepared Spells","icon":null,"flags":{},"value":{},"hint":""},"297HSakrHUAEiAE5":{"_id":"297HSakrHUAEiAE5","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"cantrips-known","type":"number","scale":{"1":{"value":3},"4":{"value":4},"10":{"value":5}}},"title":"Cantrips Known","icon":null,"flags":{},"value":{},"hint":""},"9DyF9ARvEHFzPK8q":{"_id":"9DyF9ARvEHFzPK8q","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"spells-known","type":"number","scale":{}},"title":"Spells Known","icon":null,"flags":{},"value":{},"hint":""},"9SMRsEPuXGXsteHz":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"9SMRsEPuXGXsteHz","type":"AbilityScoreImprovement","flags":{},"level":4,"hint":"","title":"Ability Score Improvement","value":{}},"6U5ZsdTWv0Ffkv9D":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"6U5ZsdTWv0Ffkv9D","type":"AbilityScoreImprovement","flags":{},"level":8,"hint":"","title":"8: Ability Score Improvement","value":{}},"m1YqDkZimJbLJ1jc":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"m1YqDkZimJbLJ1jc","type":"AbilityScoreImprovement","flags":{},"level":12,"hint":"","title":"12: Ability Score Improvement","value":{}},"qKlM0jZhCJDMQRJO":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"qKlM0jZhCJDMQRJO","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement","value":{}},"15eDNSbbH6c4YcGz":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"15eDNSbbH6c4YcGz","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Scholarly Magic-User of Arcane Power</em></span></p>\n<p>Wizards cast spells of explosive fire, arcing lightning, subtle &amp;Reference[dec]{deception}, and spectacular transformations.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Intelligence<br><strong>Hit Point Die:</strong> D6<br><strong>Saves:</strong> Intelligence &amp; Wisdom</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Wizard Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Wizard Traits table.</li>\n<li>Gain the Wizardâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Wizard Traits</caption>\n<thead></thead>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Intelligence</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D6 per Wizard level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Intelligence and Wisdom</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[arc]{Arcana}, &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[inv]{Investigation}, &amp;Reference[med]{Medicine}, &amp;Reference[nat]{Nature}, or &amp;Reference[rel]{Religion}</td>\n</tr>\n<tr>\n<th>—•z‡€>Weapon Proficiencies</th>\n<td>Simple weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>None</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholarâ€™s Pack, and 5 GP; or (B) 55 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.w1wCG0rTQ6UDEZCx]{Level 1: Spellcasting}</b></p>\n<p>As a student of arcane magic, you have learned to cast spells.</p>\n<p><strong><em>Cantrips.</em></strong> You know three Wizard cantrips of your choice. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.</p>\n<p>When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.</p>\n<p><strong><em>Spellbook.</em></strong> Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the bookâ€™s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.</p>\n<p>The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.</p>\n<p>Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.</p>\n<p><strong><em>Spell Slots.</em></strong> The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+.</em></strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.</p>\n<p>The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.</p>\n<p>If another Wizard feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Intelligence is your spellcasting ability for your Wizard spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.</p>\n<aside id=\"ExpandingandReplacingaSpellbook\" class=\"text--rules-sidebar\" style=\"--sb-rules-sidebar:#e9dacb;--dark-sb-rules-sidebar:#4f4133\">\n<p>Expanding and Replacing a Spellbook</p>\n<p>The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.</p>\n<p><strong><em>Copying a Spell into the Book.</em></strong> When you find a level 1+ Wizard spell, you can copy it into your spellbook if itâ€™s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.</p>\n<p><strong><em>Copying the Book.</em></strong> You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.</p>\n<p>If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.</p>\n</aside>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.dYehu7Jlb0VFVX64]{Level 1: Ritual Adept}</b></p>\n<p>You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You neednâ€™t have the spell prepared, but you must read from the book to cast a spell in this way.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.2zrz77rpu1QagoRi]{Level 1: Arcane Recovery}</b></p>\n<p>You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if youâ€™re a level 4 Wizard, you can recover up to two levelsâ€™ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.</p>\n<p>Once you use this feature, you canâ€™t do so again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZqtvOf8CuzOyCc4V]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.P89tVLJpAHZwSDHE]{Level 2: Scholar}</b></p>\n<p>While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: &amp;Reference[arc]{Arcana}, &amp;Reference[his]{History}, &amp;Reference[inv]{Investigation}, &amp;Reference[med]{Medicine}, &amp;Reference[nat]{Nature}, or &amp;Reference[rel]{Religion}. You have Expertise in the chosen skill.</p>\n\n<p><b>Level 3: Wizard Subclass</b></p>\n<p>You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Wizard level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZAHYJqt86QvPAUeH]{Level 5: Memorize Spell}</b></p>\n<p>Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 12 and 16.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard level 16.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.51WGonf1ggpdVYs3]{Level 18: Spell Mastery}</b></p>\n<p>You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.</p>\n<p>Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.JkuiXB7A2Fpm1sjk]{Level 20: Signature Spells}</b></p>\n<p>Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you canâ€™t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.</p>\n\n\n</div>","chat":""},"identifier":"wizard","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"zcKhKDfR6l9mjjo0","group":"","sort":100000},{"type":"linked","count":2,"key":"Compendium.dnd5e.equipment24.Item.phbwepDagger0000","requiresProficiency":false,"_id":"Ac2gEqPAS8Y0xgxs","group":"zcKhKDfR6l9mjjo0","sort":200000},{"type":"OR","requiresProficiency":false,"_id":"lVKJqhzrzUJbCutg","group":"zcKhKDfR6l9mjjo0","sort":300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbafcStaffalsoa","requiresProficiency":false,"_id":"WuhfdgDOMfGFoprm","group":"lVKJqhzrzUJbCutg","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagRobe0000000","requiresProficiency":false,"_id":"01FYjSGd8b9I8peX","group":"zcKhKDfR6l9mjjo0","sort":400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagScholarsPac","requiresProficiency":false,"_id":"ipKkaDAn6KnKgpVH","group":"zcKhKDfR6l9mjjo0","sort":500000},{"type":"currency","count":5,"key":"gp","requiresProficiency":false,"_id":"xxd2IhkKWk9bmLjp","group":"zcKhKDfR6l9mjjo0","sort":700000}],"hd":{"denomination":"d6","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["int"],"all":false},"properties":[],"spellcasting":{"progression":"full","ability":"int","preparation":{"formula":"@scale.wizard.max-prepared"}}},"flags":{"ddbimporter":{"class":"Wizard","id":230080178,"classDefinitionId":2190886,"definitionId":2190886,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/902/638607460390730233.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":1,"spellCastingAbility":"int"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/air/wind-tornado-wall-blue.webp","folder":"QoE091Glhap2BcnT","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587380162,"modifiedTime":1778587380163,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}›{]*5 Ď         !items!iENSlNA2Aw1cDCfDŽ@{"_id":"iENSlNA2Aw1cDCfD","name":"Wand Lore","type":"subclass","system":{"advancement":{"96GjO5d6uR3x3S62":{"configuration":{"identifier":"wand-savant","type":"number","distance":{"units":""},"scale":{"3":{"value":10},"14":{"value":30}}},"_id":"96GjO5d6uR3x3S62","type":"ScaleValue","flags":{},"hint":"","title":"Wand Savant","value":{}},"xxRTWHkY6rqWH3vg":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.TiRS7tdRjlSd2muE","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.BZ8rqe8PSrIbhLmb","optional":false}],"optional":false,"spell":null},"_id":"xxRTWHkY6rqWH3vg","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"1HIeMQ2gn42We5IF":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.HyL6Gxz1bIX6yamL","optional":false}],"optional":false,"spell":null},"_id":"1HIeMQ2gn42We5IF","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"i9wRskHJTn71nRzz":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.bMzjKQX1nf7Y9hvx","optional":false}],"optional":false,"spell":null},"_id":"i9wRskHJTn71nRzz","type":"ItemGrant","flags":{},"level":10,"hint":"","title":"Features","value":{}},"PW7adP0jzv9F0jyW":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.RsFx3SBdsC4co9BE","optional":false}],"optional":false,"spell":null},"_id":"PW7adP0jzv9F0jyW","type":"ItemGrant","flags":{},"level":14,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Scholarly Magic-User of Arcane Power</em></span></p>\n<p>Wizards cast spells of explosive fire, arcing lightning, subtle &amp;Reference[dec]{deception}, and spectacular transformations.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Intelligence<br><strong>Hit Point Die:</strong> D6<br><strong>Saves:</strong> Intelligence &amp; Wisdom</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.TiRS7tdRjlSd2muE]{Level 3: Core Wand}</b></p>\n<p>When you choose this tradition at 3rd level, you create a special wand called a core wand, which you can use as a spellcasting focus for your wizard spells. You determine the wandâ€™s appearance, and only you are capable of using it. You can use a bonus action to summon the wand to your hand, regardless of physical or planar distances. If this wand is destroyed, you can create a new one over the course of 8 hours of work.</p>\n<p>Your core wand gains power each time you use it to cast a spell. This power is represented by core charges. The wand can have up to 7 core charges at a time, and whenever you finish a long rest, the number of core charges in the wand resets to 1. Whenever you expend a spell slot to cast a spell of 1st level or higher while holding your wand, it gains up to a number of core charges equal to half the spellâ€™s level (minimum of 1). You can expend these core charges in the following ways:</p>\n<ul>\n<li>Whenever you make an attack roll or saving throw, you can expend any number of core charges to gain a bonus to the roll equal to the number of core charges spent. You can wait until after you roll the d20, but must decide before the GM says whether the roll succeeds or fails.</li>\n<li>Whenever you are hit by an attack, you can expend any number of core charges from your wand as a reaction to gain a bonus to AC against that attack equal to the number of core charges spent.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.BZ8rqe8PSrIbhLmb]{Level 3: Wand Savant}</b></p>\n<p>Starting at 3rd level, you can interpret staves and wands the way other wizards read scrolls and spellbooks. If a staff or wand in your possession can cast a spell thatâ€™s on the wizard spell list, you can copy the spell into your spellbook as if you were copying a spell from a scroll. In addition, when you cast a wizard spell with a range of touch while holding your core wand, you can choose a target that you can see and isnâ€™t behind cover up to 10 feet away from you instead. At 14th level, this range increases to 30 feet.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.HyL6Gxz1bIX6yamL]{Level 6: Arcane Battery}</b></p>\n<p>Beginning at 6th level, when you use your Arcane Recovery feature, your core wand regains 3 expended core charges.</p>\n<p>In addition, you gain a new option to use your wandâ€™s core charges. When you cast a spell that targets only one creature and forces it to make a saving throw while youâ€™re holding your core wand, you can expend up to 3 core charges to gain a bonus to that spellâ€™s save DC equal to the number of core charges spent.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.bMzjKQX1nf7Y9hvx]{Level 10: Imbue Minor Wand}</b></p>\n<p>Starting at 10th level, whenever you finish a long rest, you can imbue a number of wizard spells from your spellbook up to your Intelligence modifier (minimum of one) into a nonmagical stick, dowel, or similar Tiny object, transforming the object into a magic wand. Each spell must be a cantrip or a 1st- or 2nd-level spell and have a casting time of 1 action or bonus action. In addition, the spells canâ€™t require concentration or require any material components that indicate a cost or are consumed as part of casting the spell, and if the spell is a cantrip, it mustnâ€™t be able to damage a target.</p>\n<p>The wand has a number of charges equal to your Intelligence modifier (minimum of 1) with which to cast the imbued cantrips (0 charges), 1st-level spells (1 charge), or 2nd-level spells (2 charges). A creature holding the wand can use an action to cast one of the spells from it using your spell save DC, spell attack bonus, and spellcasting ability. The wand ceases to be magical the next time you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.RsFx3SBdsC4co9BE]{Level 14: Manifest Charges}</b></p>\n<p>When you reach 14th level, you can convert the core charges within your wand into raw, arcane energy. By manipulating this energy, you can use the wandâ€™s core charges in the following new ways:</p>\n<ul>\n<li>As a bonus action, you can expend 1 or more of the wandâ€™s core charges to create a number of motes of magical force equal to the core charges spent. Each mote streaks toward a different target that you can see within 60 feet of you, dealing force damage to each target equal to 1d4 + your Intelligence modifier.</li>\n<li>When you or another creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 1 or more of the wandâ€™s core charges to create a magical barrier, reducing the damage taken by an amount equal to three times the number of core charges spent.</li>\n</ul>\n<p>In addition, you have gained a supreme mastery and understanding of wands. If you expend the last charge of a staff or wand, you neednâ€™t roll a d20, even if it says to. Further, the gold and time you must spend to craft a magic wand is halved.</p>\n\n\n</div>","chat":""},"identifier":"wand-lore","source":{"book":"GSB2","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"wizard","spellcasting":{"progression":"full","ability":"int","preparation":{"formula":"max(@abilities.int.mod + @classes.wand-lore.levels, 1)"}}},"flags":{"ddbimporter":{"class":"Wizard","subclass":"Wand Lore","id":230080178,"classDefinitionId":2190886,"definitionId":2320580,"subclassDefinitionId":2320580,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/902/638607460390730233.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"spellCastingAbility":"int"}},"img":"icons/magic/air/wind-tornado-wall-blue.webp","folder":"QoE091Glhap2BcnT","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778587381045,"modifiedTime":1778587381046,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}@Đ©6!Đ         !items!z9sAsszpjKLbT4A9„\{"_id":"z9sAsszpjKLbT4A9","name":"Materializer","type":"subclass","system":{"advancement":{"eTCsk4pVZSzkB3ow":{"configuration":{"identifier":"material-enhancement","type":"number","distance":{"units":""},"scale":{"6":{"value":1},"10":{"value":2},"14":{"value":3}}},"_id":"eTCsk4pVZSzkB3ow","type":"ScaleValue","flags":{},"hint":"","title":"Material Enhancement","value":{}},"OEZkZjiFD2w1X3et":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.BYIQhxpGvlBFOeAz","optional":false}],"optional":false,"spell":null},"_id":"OEZkZjiFD2w1X3et","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"zn1NRvms1h2MHUwl":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.RvzXHDip9dHeHcif","optional":false}],"optional":false,"spell":null},"_id":"zn1NRvms1h2MHUwl","type":"ItemGrant","flags":{},"level":10,"hint":"","title":"Features","value":{}},"NDqMFw9q6QIRyRQ2":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.oNj5Dz490ky81iYV","optional":false}],"optional":false,"spell":null},"_id":"NDqMFw9q6QIRyRQ2","type":"ItemGrant","flags":{},"level":14,"hint":"","title":"Features","value":{}},"RCXZad62t5zm501v":{"configuration":{"allowDrops":true,"choices":{"6":{"count":3,"replacement":false}},"pool":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.4zHVPw4MwSw2lL7X"},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Oq1YHIYOfEGdtyCr"},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.W4FZkPx5rQE3hI2J"},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.H8akghOGgunO3Ad4"},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.02vYouDmnZCeCC9I"}],"restriction":{"list":[],"type":"class"},"spell":null,"type":"feat"},"_id":"RCXZad62t5zm501v","type":"ItemChoice","flags":{},"hint":"Twice per Short or Long Rest, as a Magic Action, you can touch a weapon, suit of armor, or other subject. Until the end of your next Short or Long Rest, the object becomes magical if it isn't already, and gains our choice of up to two of the following benefits:\n\nâ€˘ (Weapon Only) The wielder of the weapon gains a <strong>+{{scalevalue}}</strong> bonus to attack rolls and damage rolls made with it. If the weapon already granted a bonus, the wielder must choose whether to use that bonus or the one granted by this feature when attacking with it.\nâ€˘ (Armor Only) The wearer of the armor gains a <strong>+{{scalevalue}}</strong> bonus to AC. If the armor already granted a bonus, the wearer must choose whether to use that bonus or the one granted by this feature when calculating its AC.\nâ€˘ (Armor Only) The armor doesn't impose Disadvantage on Dex. (Stealth) checks if it normally would.\nâ€˘ The object sheds Bright Light in a 20-ft. radius and Dim Light for an additional 20 ft. As a Bonus Action, a creature holding the object can cause it to stop or resume shedding this light.\nâ€˘ The object's weight is halved. If the object is a suit of armor, it doesn't have a Str. requirement if it normally would. If it's a weapon with the Heavy property, it doesn't impose Disadvantage on the wielder's attack rolls as a result of that property.\nâ€˘ When a creature throws the object, it flies back to the creature's hand immediately after hitting or missing its target.\nâ€˘ You change any of the object's colors, smells, and textures.\n\nOnce you give an object a benefit in this way, you can't give that benefit to an object again until you regain your expended uses of this feature.","title":"Material Enhancement","icon":"icons/magic/symbols/cog-orange-red.webp","value":{"added":{},"replaced":{}}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Scholarly Magic-User of Arcane Power</em></span></p>\n<p>Wizards cast spells of explosive fire, arcing lightning, subtle &amp;Reference[dec]{deception}, and spectacular transformations.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Ability:</strong> Intelligence<br><strong>Hit Point Die:</strong> D6<br><strong>Saves:</strong> Intelligence &amp; Wisdom</p><h1>Class Features</h1>\n\n<p><b>Level 3: Arcane Artisan</b></p>\n<p>You have dedicated your studies to creation and the magic surrounding it. You gain the following benefits.</p>\n<p><strong><em>Bonus Cantrip.</em></strong> You know the Mending cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesnâ€™t count against your number of cantrips known.</p>\n<p><strong><em>Creation Savant.</em></strong> You gain proficiency with three Artisanâ€™s Tools of your choice. Whenever you finish a Long Rest, you can replace your proficiency with one type of Artisanâ€™s Tools with a different type of Artisanâ€™s Tools of your choice.</p>\n<p><strong><em>Mage Craft.</em></strong> Your exceptional wit and aptitude allow you to do more with less time. While crafting using a &amp;Reference[set]{set} of Artisanâ€™s Tools with which you have proficiency, you can subtract your Intelligence modifier (minimum of 1) from the number of hours you must work each day, allowing you to complete a full dayâ€™s work in 7 hours or less (to a minimum of 2 hours).</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.BYIQhxpGvlBFOeAz]{Level 3: Minor Creation}</b></p>\n<p>When you cast a level 1+ spell, you can magically create a Cube of inanimate material of your choice that is no larger than 5 feet on a side. The Cube appears in an unoccupied space you can see on the ground within 30 feet of you, or it appears magically connected to another Cube within that range that you created with this feature. Once you reach Wizard level 10, the range increases to 60 feet. A Cube created in this way weighs a number of pounds equal to 5 times its length on a side, regardless of its material. The Cubes can support up to 10 times their weight, potentially serving as a bridge, and they can provide cover for creatures behind them.</p>\n<p>You can have a total number of these Cubes in existence at a time equal to your Wizard level. You can dismiss any number of the Cubes of your choice as a Bonus Action. Otherwise, a Cube disappears after 1 hour or if it takes any damage. The Cubes are objects that have an AC equal to 10 + your Intelligence modifier, 1 Hit Point, and Immunity to Force damage.</p>\n<p><strong><em>Cube Detonation.</em></strong> When you take a Bonus Action to dismiss one or more of the Cubes, you can choose to detonate any of them instead, destroying them. Each creature within 10 feet of a detonated Cube must make a [[/save dex format=long]] against your spell save DC. A creature takes Force damage equal to 1d6 + half your Wizard level (round down) on a failed save or half as much damage on a successful one. You can detonate a total number of Cubesâ€”all at once or with multiple separate Bonus Actionsâ€”equal to your Intelligence modifier (minimum of 1), and you regain all expended uses of doing so when you finish a Long Rest. You can also restore uses of it by expending a level 1+ spell slot (no action required), regaining a number of uses equal to the slotâ€™s level.</p>\n\n<p><b>Level 6: Material Enhancement</b></p>\n<p>Your attention to both magic and mundane detail gives you a heightened understanding and control over them. As a Magic action, you can touch a weapon, suit of armor, or other object. Until the end of your next Short or Long Rest, the object becomes magical if it isnâ€™t already, and gains your choice of up to two of the following benefits:</p>\n<ul>\n<li>(Weapon Only) The wielder of the weapon gains a +1 bonus to attack rolls and damage rolls made with it; this bonus increases to +2 when you reach Wizard level 10 and +3 when you reach Wizard level 14. If the weapon already granted a bonus to attack rolls and damage rolls, the wielder must choose whether to use that bonus or the one granted by this feature when attacking with it.</li>\n<li>(Armor Only) The wearer of the armor gains a +1 bonus to Armor Class; this bonus increases to +2 when you reach Wizard level 10 and +3 when you reach Wizard level 14. If the armor already granted a bonus to AC, the wearer must choose whether to use that bonus or the one granted by this feature when calculating its Armor Class.</li>\n<li>(Armor Only) The armor doesnâ€™t impose Disadvantage on Dexterity (&amp;Reference[ste]{Stealth}) checks if it normally would.</li>\n<li>The object sheds BrighÇ8{$őt Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, a creature holding the object can cause it to stop or resume shedding this light.</li>\n<li>The objectâ€™s weight is halved. If the object is a suit of armor, it doesnâ€™t have a Strength requirement if it normally would. If itâ€™s a weapon with the Heavy property, it doesnâ€™t impose Disadvantage on the wielderâ€™s attack rolls as a result of that property.</li>\n<li>When a creature throws the object, it flies back to the creatureâ€™s hand immediately after hitting or missing its target.</li>\n<li>You change any of the objectâ€™s colors, smells, and textures.</li>\n</ul>\n<p>You can use this feature twice, expending one use for each benefit you give an object. You regain all expended uses of this feature when you finish a Short or Long Rest. Once you give an object a benefit in this way, you canâ€™t give that benefit to an object again until you regain your expended uses of this feature.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.RvzXHDip9dHeHcif]{Level 10: Dematerialize}</b></p>\n<p>Your spells deal double damage to objects and structures, and whenever you deal damage to a Construct, it takes an extra 1d8 Force damage.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.oNj5Dz490ky81iYV]{Level 14: Rematerialize}</b></p>\n<p>When you see a Large or smaller nonmagical object or structure be destroyed within 60 feet of you, you can take a Reaction to cause its debris to magically vanish. Once within the next 8 hours, you can take a Magic action to recreate the item, causing it to reappear intact in an unoccupied space you choose within 60 feet of you.</p>\n<p>If the item is recreated in the air, it immediately falls. Any creature below it must make a [[/save dex format=long]] against your spell save DC. On a failed save, a creature takes Bludgeoning damage for every 10 feet the item fell before reaching it. The amount of damage dealt is based on the itemâ€™s size: Small or smaller (1d6), Medium (2d6), or Large (3d6). On a successful save, a creature takes half as much Bludgeoning damage. Unless the object is at least one size smaller than a creature it falls on, that creature is pushed to the nearest unoccupied space.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a Long 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supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Monk Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Monk Traits table.</li>\n<li>Gain the Monkâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Monk Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity and Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Monk level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Dexterity</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[acr]{Acrobatics}, &amp;Reference[ath]{Athletics}, &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[rel]{Religion}, or &amp;Reference[ste]{Stealth}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons and Martial weapons that have the Light property</td>\n</tr>\n<tr>\n<th>Tool Proficiencies</th>\n<td><em>Choose one type of Artisanâ€™s Tools or Musical Instrument</em></td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>None</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Spear, 5 Daggers, Artisanâ€™s Tools or Musical Instrument chosen for the tool proficiency above, Explorerâ€™s Pack, and 11 GP; or (B) 50 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.cEhn47AvlrW3E1ZJ]{Level 1: Martial Arts}</b></p>\n<p>Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:</p>\n<ul>\n<li>Simple Melee weapons</li>\n<li>Martial Melee weapons that have the Light property</li>\n</ul>\n<p>You gain the following benefits while you are unarmed or wielding only Monk weapons and you arenâ€™t wearing armor or wielding a Shield.</p>\n<p><strong><em>Bonus Unarmed Strike.</em></strong> You can make an Unarmed Strike as a Bonus Action.</p>\n<p><strong><em>Martial Arts Die.</em></strong> You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.</p>\n<p><strong><em>Dexterous Attacks.</em></strong> You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0GPjcgWavXVosOAd]{Level 1: Unarmored Defense}</b></p>\n<p>While you arenâ€™t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.IlkToIpEbfs6wGCk]{Level 1: Northlands Sagas: Runestones}</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.G9wSL6ANsP5CTRiH]{Level 1: Northlands Worldbook: Character Threads}</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.uFpxzziOIok8NZah]{Level 2: Monkâ€™s Focus}</b></p>\n<p>Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.</p>\n<p>You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.</p>\n<p>When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.</p>\n<p>Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.</p>\n<p><strong><em>Flurry of Blows.</em></strong> You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.</p>\n<p><strong><em>Patient Defense.</em></strong> You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.</p>\n<p><strong><em>Step of the Wind.</em></strong> You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ENVlPXxceuJbAQrm]{Level 2: Unarmored Movement}</b></p>\n<p>Your speed increases by 10 feet while you arenâ€™t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.b4vXmpB0tdW0AGVs]{Level 2: Uncanny Metabolism}</b></p>\n<p>When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vqLzjcErcKpEUiaD]{Level 3: Deflect Attacks}</b></p>\n<p>When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attackâ€™s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.</p>\n<p>If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attackâ€™s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isnâ€™t behind Total Cover if the attack was a ranged attack. That creature must succeed on a [[/save dex format=long]] or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The dóőŃżamage is the same type dealt by the attack.</p>\n\n<p><b>Level 3: Monk Subclass</b></p>\n<p>You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Monk level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.TIlrpV8SFRZddNk4]{Level 4: &amp;Reference[slow]{Slow} Fall}</b></p>\n<p>You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.hQJSLTPZz8Puwlgw]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XQerM2JZAb7Qa06w]{Level 5: Stunning Strike}</b></p>\n<p>Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a [[/save con format=long]]. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the targetâ€™s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YbCGaxkYDIdYIvs3]{Level 6: Empowered Strikes}</b></p>\n<p>Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.yuoZxVE6hxN9FK9T]{Level 7: Evasion}</b></p>\n<p>When youâ€™re subjected to an effect that allows you to make a [[/save dex format=long]] to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.</p>\n<p>You donâ€™t benefit from this feature if you have the Incapacitated condition.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZpSddGY5xl8ExngL]{Level 9: Acrobatic Movement}</b></p>\n<p>While you arenâ€™t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.miwsOjjkzPLBnAfs]{Level 10: Heightened Focus}</b></p>\n<p>Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.</p>\n<p><strong><em>Flurry of Blows.</em></strong> You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.</p>\n<p><strong><em>Patient Defense.</em></strong> When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.</p>\n<p><strong><em>Step of the Wind.</em></strong> When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creatureâ€™s movement doesnâ€™t provoke Opportunity Attacks.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.tfwFUJ4PdQcyioSD]{Level 10: Self-Restoration}</b></p>\n<p>Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.</p>\n<p>In addition, forgoing food and drink doesnâ€™t give you levels of Exhaustion.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.hZLbYgGkwR4pYFH2]{Level 13: Deflect Energy}</b></p>\n<p>You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.UGjIgI8cqg1rwwle]{Level 14: Disciplined Survivor}</b></p>\n<p>Your physical and mental discipline grant you proficiency in all saving throws.</p>\n<p>Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0i1RSVeM0i0rbm2y]{Level 15: Perfect Focus}</b></p>\n<p>When you roll Initiative and donâ€™t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.d7YT8VXxTYBZa7Ym]{Level 18: Superior Defense}</b></p>\n<p>At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ThpoAEIZwLZDBPgg]{Level 20: Body and Mind}</b></p>\n<p>You have developed your body and mind to new heights. 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reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Monk Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Monk Traits table.</li>\n<li>Gain the Monkâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Monk Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity and Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D8 per Monk level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Dexterity</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 2:</em> &amp;Reference[acr]{Acrobatics}, &amp;Reference[ath]{Athletics}, &amp;Reference[his]{History}, &amp;Reference[ins]{Insight}, &amp;Reference[rel]{Religion}, or &amp;Reference[ste]{Stealth}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple weapons and Martial weapons that have the Light property</td>\n</tr>\n<tr>\n<th>Tool Proficiencies</th>\n<td><em>Choose one type of Artisanâ€™s Tools or Musical Instrument</em></td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>None</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Spear, 5 Daggers, Artisanâ€™s Tools or Musical Instrument chosen for the tool proficiency above, Explorerâ€™s Pack, and 11 GP; or (B) 50 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.cEhn47AvlrW3E1ZJ]{Level 1: Martial Arts}</b></p>\n<p>Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:</p>\n<ul>\n<li>Simple Melee weapons</li>\n<li>Martial Melee weapons that have the Light property</li>\n</ul>\n<p>You gain the following benefits while you are unarmed or wielding only Monk weapons and you arenâ€™t wearing armor or wielding a Shield.</p>\n<p><strong><em>Bonus Unarmed Strike.</em></strong> You can make an Unarmed Strike as a Bonus Action.</p>\n<p><strong><em>Martial Arts Die.</em></strong> You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.</p>\n<p><strong><em>Dexterous Attacks.</em></strong> You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0GPjcgWavXVosOAd]{Level 1: Unarmored Defense}</b></p>\n<p>While you arenâ€™t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.IlkToIpEbfs6wGCk]{Level 1: Northlands Sagas: Runestones}</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.G9wSL6ANsP5CTRiH]{Level 1: Northlands Worldbook: Character Threads}</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.uFpxzziOIok8NZah]{Level 2: Monkâ€™s Focus}</b></p>\n<p>Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.</p>\n<p>You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.</p>\n<p>When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.</p>\n<p>Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.</p>\n<p><strong><em>Flurry of Blows.</em></strong> You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.</p>\n<p><strong><em>Patient Defense.</em></strong> You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.</p>\n<p><strong><em>Step of the Wind.</em></strong> You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ENVlPXxceuJbAQrm]{Level 2: Unarmored Movement}</b></p>\n<p>Your speed increases by 10 feet while you arenâ€™t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.b4vXmpB0tdW0AGVs]{Level 2: Uncanny Metabolism}</b></p>\n<p>When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a Long Rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vqLzjcErcKpEUiaD]{Level 3: Deflect Attacks}</b></p>\n<p>When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attackâ€™s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.</p>\n<p>If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attackâ€™s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isnâ€™t behind Total Cover if the attack was a ranged attack. That creature must succeed on a [[/save dex format=long]] or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.</p>\n\n<p><b>Level 3: Monk Subclass</b></p>\n<p>You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Monk level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.TIlrpV8SFRZddNk4]{Level 4: &amp;Reference[slow]{Slow} Fall}</b></p>\n<p>You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.hQJSLTPZz8Puwlgw]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XQerM2JZAb7Qa06w]{Level 5: Stunning Strike}</b></p>\n<p>Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a [[/save con format=long]]. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the targetâ€™s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YbCGaxkYDIdYIvs3]{Level 6: Empowered Strikes}</b></p>\n<p>Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.yuoZxVE6hxN9FK9T]{Level 7: Evasion}</b></p>\n<p>When youâ€™re subjected to an effect that allows you to make a [[/save dex format=long]] to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.</p>\n<p>You donâ€™t benefit from this feature if you have the Incapacitated condition.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 12 and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZpSddGY5xl8ExngL]{Level 9: Acrobatic Movement}</b></p>\n<p>While you arenâ€™t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.miwsOjjkzPLBnAfs]{Level 10: Heightened Focus}</b></p>\n<p>Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.</p>\n<p><strong><em>Flurry of Blows.</em></strong> You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.</p>\n<p><strong><em>Patient Defense.</em></strong> When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.</p>\n<p><strong><em>Step of the Wind.</em></strong> When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creatureâ€™s movement doesnâ€™t provoke Opportunity Attacks.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.tfwFUJ4PdQcyioSD]{Level 10: Self-Restoration}</b></p>\n<p>Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.</p>\n<p>In addition, forgoing food and drink doesnâ€™t give you levels of Exhaustion.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.hZLbYgGkwR4pYFH2]{Level 13: Deflect Energy}</b></p>\n<p>You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.UGjIgI8cqg1rwwle]{Level 14: Disciplined Survivor}</b></p>\n<p>Your physical and mental discipline grant you proficiency in all saving throws.</p>\n<p>Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0i1RSVeM0i0rbm2y]{Level 15: Perfect Focus}</b></p>\n<p>When you roll Initiative and donâ€™t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.d7YT8VXxTYBZa7Ym]{Level 18: Superior Defense}</b></p>\n<p>At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ThpoAEIZwLZDBPgg]{Level 20: Body and Mind}</b></p>\n<p>You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.</p>\n\n\n</div>","chat":""},"identifier":"monk","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"z3xcULs5Q70zNQ2D","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepSpear00000","requiresProficiency":false,"_id":"O0MjTQnMYC8Xq3AM","group":"z3xcULs5Q70zNQ2D","sort":200000},{"type":"linked","count":5,"key":"Compendium.dnd5e.equipment24.Item.phbwepDagger0000","requiresProficiency":false,"_id":"0ZcOXGUX7x39CPpk","group":"z3xcULs5Q70zNQ2D","sort":300000},{"type":"OR","requiresProficiency":false,"_id":"ncjqhMc9uV04Fsot","group":"z3xcULs5Q70zNQ2D","sort":400000},{"type":"tool","count":null,"key":"art","requiresProficiency":false,"_id":"OXoYOVMKJDenBZFc","group":"ncjqhMc9uV04Fsot","sort":500000},{"type":"tool","count":null,"key":"music","requiresProficiency":false,"_id":"RF2oOqFXh93aM6dA","group":"ncjqhMc9uV04Fsot","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagExplorersPa","requiresProficiency":false,"_id":"YZ87ItdbDaRpBDQ2","group":"z3xcULs5Q70zNQ2D","sort":700000},{"type":"currency","count":11,"key":"gp","requiresProficiency":false,"_id":"LFeGHcHHhv8YPetO","group":"z3xcULs5Q70zNQ2D","sort":800000}],"hd":{"denomination":"d8","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["dex","wis"],"all":false},"properties":[],"spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","id":230123863,"classDefinitionId":2190880,"definitionId":2190880,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/control/silhouette-hold-change-blue.webÓ˙4€Qp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778635357578,"modifiedTime":1778635357578,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}Ź7ä· .         !items!H3ldXSONOjXCfLDhů<{"_id":"H3ldXSONOjXCfLDh","name":"Way of the Astral Self (TCoE)","type":"subclass","system":{"advancement":{"vxnECPdCz9lWY5gL":{"configuration":{"identifier":"arms-of-the-astral-self","type":"dice","distance":{"units":""},"scale":{"3":{"n":2,"die":4,"number":2,"faces":4},"5":{"n":2,"die":6,"number":2,"faces":6},"11":{"n":2,"die":8,"number":2,"faces":8},"17":{"n":2,"die":10,"number":2,"faces":10}}},"_id":"vxnECPdCz9lWY5gL","type":"ScaleValue","flags":{},"hint":"","title":"Arms of the Astral Self"},"mHvN3QL2geNljohT":{"configuration":{"identifier":"body-of-the-astral-self","type":"dice","distance":{"units":""},"scale":{"11":{"n":1,"die":8,"number":1,"faces":8},"17":{"n":1,"die":10,"number":1,"faces":10}}},"_id":"mHvN3QL2geNljohT","type":"ScaleValue","flags":{},"hint":"","title":"Body of the Astral Self"},"JcvvpYBO1Aji6ftu":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Zs1eFBA217038Brz","optional":false}],"optional":false,"spell":null},"_id":"JcvvpYBO1Aji6ftu","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features"},"O42Q76Uofop0Zk7k":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.p7fpqorUBUG8LgjH","optional":false}],"optional":false,"spell":null},"_id":"O42Q76Uofop0Zk7k","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features"},"MMPWizPnIgBI1lx7":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.oA1U8x2Dr69TmpFa","optional":false}],"optional":false,"spell":null},"_id":"MMPWizPnIgBI1lx7","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features"},"5Sgn4YSQGYOoEonx":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.weGaQxDfcIEsMzV6","optional":false}],"optional":false,"spell":null},"_id":"5Sgn4YSQGYOoEonx","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Zs1eFBA217038Brz]{Level 3: Arms of the Astral Self}</b></p>\n<p><em>3rd-level Way of the Astral Self feature </em></p>\n<p>Your mastery of your Focus allows you to summon a portion of your astral self. As a bonus action, you can spend 1 Focus point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a [[/save dex format=long]] or take force damage equal to two rolls of your Martial Arts die.</p>\n<p>For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the armsâ€™ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:</p>\n<ul>\n<li>You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.</li>\n<li>You can use the spectral arms to make unarmed strikes.</li>\n<li>When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.</li>\n<li>The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.p7fpqorUBUG8LgjH]{Level 6: Visage of the Astral Self}</b></p>\n<p><em>6th-level Way of the Astral Self feature </em></p>\n<p>You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 Focus point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.</p>\n<p>The spectral visage covers your face like a helmet or mask. You determine its appearance.</p>\n<p>While the spectral visage is present, you gain the following benefits.</p>\n<p><em><strong>Astral Sight.</strong></em> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</p>\n<p><em><strong>Wisdom of the Spirit.</strong></em> You have advantage on Wisdom (&amp;Reference[ins]{Insight}) and Charisma (&amp;Reference[itm]{Intimidation}) checks.</p>\n<p><em><strong>Word of the Spirit.</strong></em> When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.oA1U8x2Dr69TmpFa]{Level 11: Body of the Astral Self}</b></p>\n<p><em>11th-level Way of the Astral Self feature</em></p>\n<p>When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.</p>\n<p>While the spectral body is present, you gain the following benefits.</p>\n<p><em><strong>Deflect Energy.</strong></em> When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).</p>\n<p><em><strong>Empowered Arms.</strong></em> Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.weGaQxDfcIEsMzV6]{Level 17: Awakened Astral Self}</b></p>\n<p><em>17th-level Way of the Astral Self feature</em></p>\n<p>Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 Focus points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.</p>\n<p>While your astral self is awakened, you gain the following benefits.</p>\n<p><em><strong>Armor of the Spirit.</strong></em> You gain a +2 bonus to Armor Class.</p>\n<p><em><strong>Astral Barrage.</strong></em> Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-astral-self","source":{"book":"TCoE","page":"","license":"","custom":"","rules":"2024"},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Astral Self (TCoE)","id":230123863,"classDefinitionId":2190880,"definitionId":2190936,"subclassDefinitionId":2190936,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/creatures/abilities/dragon-breath-purple.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578592790,"modifiedTime":1778635358600,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}YY4|/         !items!OD2MAXV3ElI5SCEdß){"_id":"OD2MAXV3ElI5SCEd","name":"Way of the Drunken Master (XGtE)","type":"subclass","system":{"advancement":{"CkMiCs63J5BbJ0Rd":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.bba0au91PVWl2jVf","optional":false}],"optional":false,"spell":null},"_id":"CkMiCs63J5BbJ0Rd","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features"},"VkUU3Tnh8rlh24Cq":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Qa3lWE1YiyNpup0U","optional":false}],"optional":false,"spell":null},"_id":"VkUU3Tnh8rlh24Cq","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features"},"CDPjRARE2Ze6byud":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.YX1K1vLbGGB9SSgC","optional":false}],"optional":false,"spell":null},"_id":"CDPjRARE2Ze6byud","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features"},"D8RixjoUOLOIbql4":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.ZgXZrHwIA9EX3Ky8","optional":false}],"optional":false,"spell":null},"_id":"D8RixjoUOLOIbql4","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features"},"k34rMahML6vONKNL":{"configuration":{"allowReplacements":true,"choices":[],"grants":["skills:prf"],"mode":"default"},"_id":"k34rMahML6vONKNL","type":"Trait","flags":{},"level":3,"hint":"","title":"Bonus Proficiencies"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 3: Bonus Proficiencies</b></p>\n<p>When you choose this tradition at 3rd level, you gain proficiency in the &amp;Reference[prf]{Performance} skill if you donâ€™t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewerâ€™s supplies if you donâ€™t already have it.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.bba0au91PVWl2jVf]{Level 3: Drunken Technique}</b></p>\n<p>At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Qa3lWE1YiyNpup0U]{Level 6: Tipsy Sway}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Leap to Your Feet.</span>Â </strong></em>When youâ€™re prone, you can stand up by spending 5 feet of movement, rather than half your speed.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Redirect Attack.</span></strong></em>Â When a creature misses you with a melee attack roll, you can spend 1 Focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YX1K1vLbGGB9SSgC]{Level 11: Drunkardâ€™s Luck}</b></p>\n<p>Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 Focus points to cancel the disadvantage for that roll.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZgXZrHwIA9EX3Ky8]{Level 17: Intoxicated Frenzy}</b></p>\n<p>At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-drunken-master","source":{"book":"XGtE","page":"","license":"","custom":"","rules":"2024"},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Drunken Master (XGtE)","id":230123863,"classDefinitionId":2190880,"definitionId":2190940,"subclassDefinitionId":2190940,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/control/energy-stream-link-white.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578592850,"modifiedTime":1778635359245,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}Lziż0         !items!YoDymfUWj04Dy32v;{"_id":"YoDymfUWj04Dy32v","name":"Way of the Kensei (XGtE)","type":"subclass","system":{"advancement":{"pFFGzjUoipEpDdjL":{"configuration":{"identifier":"one-with-the-blade","type":"dice","distance":{"units":""},"scale":{"6":{"n":1,"die":6,"number":1,"faces":6},"11":{"n":1,"die":8,"number":1,"faces":8},"17":{"n":1,"die":10,"number":1,"faces":10}}},"_id":"pFFGzjUoipEpDdjL","type":"ScaleValue","flags":{},"hint":"","title":"One with the Blade"},"nezlVKabPMnTEvo8":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.0HWl5IEPbfB5rTcD","optional":false}],"optional":false,"spell":null},"_id":"nezlVKabPMnTEvo8","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features"},"koHn6OcgwDQrvK0A":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.NfcsWcAi05tj5Uci","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.A7ZgbiLZJb5v9frL","optional":false}],"optional":false,"spell":null},"_id":"koHn6OcgwDQrvK0A","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features"},"JNU4l87sMr6rMu73":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.jJn5pJdJPbnN2Hip","optional":false}],"optional":false,"spell":null},"_id":"JNU4l87sMr6rMu73","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features"},"YhHrMddR2qany7sY":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.lsuimwFgix5Jz1ns","optional":false}],"optional":false,"spell":null},"_id":"YhHrMddR2qany7sY","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0HWl5IEPbfB5rTcD]{Level 3: Path of the Kensei}</b></p>\n<p class=\"Core-Styles_Core-Body\">When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Kensei Weapons.</span></strong></em> 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 donâ€™t already have it. Weapons of the chosen types are monk weapons for you. Many of this traditionâ€™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 â€” either melee or ranged â€” to be a kensei weapon for you, following the criteria above.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Agile Parry.</span></strong></em>Â 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 arenâ€™t incapacitated.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Kenseiâ€™s Shot.</span></strong></em> 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 weaponâ€™s type. You retain this benefit until the end of the current turn.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Way of the Brush.</span></strong></em> You gain proficiency with your choice of calligrapherâ€™s supplies or painterâ€™s supplies.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.NfcsWcAi05tj5Uci]{Level 6: One with the Blade}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 6th level, you extend your Focus into your kensei weapons, granting you the following benefits.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Magic Kensei Weapons.</span></strong></em>Â Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Deft Strike.</span></strong></em> When you hit a target with a kensei weapon, you can spend 1 Focus 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.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.A7ZgbiLZJb5v9frL]{Level 6: Kensei Weapon}</b></p>\n<p class=\"Core-Styles_Core-Body\">When you reach 6th level in this class, you can choose another type of weapon â€” either melee or ranged â€” to be a kensei weapon for you, following the criteria above.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.jJn5pJdJPbnN2Hip]{Level 11: Sharpen the Blade}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to augment your weapons further with your Focus. As a bonus action, you can expend up to 3 Focus 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 Focus points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.lsuimwFgix5Jz1ns]{Level 17: Unerring Accuracy}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-kensei","source":{"book":"XGtE","page":"","license":"","custom":"","rules":"2024"},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Kensei (XGtE)","id":230123863,"classDefinitionId":2190880,"definitionId":2190941,"subclassDefinitionId":2190941,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/environment/wilderness/portal.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578592907,"modifiedTime":1778635359895,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}zŕ1î›1         !items!syKd6SzjPGw6yeBaô.{"_id":"syKd6SzjPGw6yeBa","name":"Way of the Sun Soul (SCAG)","type":"subclass","system":{"advancement":{"qVssTxXQArYKxETL":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.sN2bpAkn1D9S9dWl","optional":false}],"optional":false,"spell":null},"_id":"qVssTxXQArYKxETL","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features"},"fvMb1TsfcLsVkhib":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.s0NEXY7maoEuTWXu","optional":false}],"optional":false,"spell":null},"_id":"fvMb1TsfcLsVkhib","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features"},"BnOqSHwjGT2fVAsV":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.DFhtjcXC4tH3FaEP","optional":false}],"optional":false,"spell":null},"_id":"BnOqSHwjGT2fVAsV","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features"},"MzffINoK67W9rnTB":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.ZukS5nDqL4hbTl9h","optional":false}],"optional":false,"spell":null},"_id":"MzffINoK67W9rnTB","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.sN2bpAkn1D9S9dWl]{Level 3: Radiant Sun Bolt}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.</p>\n<p class=\"Core-Styles_Core-Body\">You gain a new attack option that you can use with the AttackÂ action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.</p>\n<p class=\"Core-Styles_Core-Body\">When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus point to make the special attack twice as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.s0NEXY7maoEuTWXu]{Level 6: Searing Arc Strike}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 6th level, you gain the ability to channel your Focus into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 Focus points to cast the <span class=\"Serif-Character-Style_Italic-Serif\"><em>burning hands</em></span>Â spell as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">You can spend additional Focus points to castÂ <span class=\"Serif-Character-Style_Italic-Serif\"><em>burning hands</em></span>Â as a higher-level spell. Each additional Focus point you spend increases the spellâ€™s level by 1. The maximum number of Focus points (2 plus any additional points) that you can spend on the spell equals half your monk level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.DFhtjcXC4tH3FaEP]{Level 11: Searing Sunburst}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.</p>\n<p class=\"Core-Styles_Core-Body\">Each creature in that 20-foot-radius sphere must succeed on a [[/save con format=long]] or take 2d6 radiant damage. A creature doesnâ€™t need to make the save if the creature is behind total cover that is opaque.</p>\n<p class=\"Core-Styles_Core-Body\">You can increase the sphereâ€™s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZukS5nDqL4hbTl9h]{Level 17: Sun Shield}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-sun-soul","source":{"book":"SCAG","page":"","license":"","custom":"","rules":"2024"},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Sun Soul (SCAG)","id":230123863,"classDefinitionId":2190880,"definitionId":2190943,"subclassDefinitionId":2190943,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/death/grave-tombstone-glow-teal.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578592963,"modifiedTime":1778635360542,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}ř0…2         !items!H3ldXSONOjXCfLDhĚ={"_id":"H3ldXSONOjXCfLDh","name":"Way of the Astral Self (TCoE)","type":"subclass","system":{"advancement":{"vxnECPdCz9lWY5gL":{"configuration":{"identifier":"arms-of-the-astral-self","type":"dice","distance":{"units":""},"scale":{"3":{"number":2,"faces":4,"modifiers":[]},"5":{"number":2,"faces":6,"modifiers":[]},"11":{"number":2,"faces":8,"modifiers":[]},"17":{"number":2,"faces":10,"modifiers":[]}}},"_id":"vxnECPdCz9lWY5gL","type":"ScaleValue","flags":{},"hint":"","title":"Arms of the Astral Self","value":{}},"mHvN3QL2geNljohT":{"configuration":{"identifier":"body-of-the-astral-self","type":"dice","distance":{"units":""},"scale":{"11":{"number":1,"faces":8,"modifiers":[]},"17":{"number":1,"faces":10,"modifiers":[]}}},"_id":"mHvN3QL2geNljohT","type":"ScaleValue","flags":{},"hint":"","title":"Body of the Astral Self","value":{}},"JcvvpYBO1Aji6ftu":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Zs1eFBA217038Brz","optional":false}],"optional":false,"spell":null},"_id":"JcvvpYBO1Aji6ftu","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"O42Q76Uofop0Zk7k":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.p7fpqorUBUG8LgjH","optional":false}],"optional":false,"spell":null},"_id":"O42Q76Uofop0Zk7k","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"MMPWizPnIgBI1lx7":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.oA1U8x2Dr69TmpFa","optional":false}],"optional":false,"spell":null},"_id":"MMPWizPnIgBI1lx7","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"5Sgn4YSQGYOoEonx":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.weGaQxDfcIEsMzV6","optional":false}],"optional":false,"spell":null},"_id":"5Sgn4YSQGYOoEonx","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Zs1eFBA217038Brz]{Level 3: Arms of the Astral Self}</b></p>\n<p><em>3rd-level Way of the Astral Self feature </em></p>\n<p>Your mastery of your Focus allows you to summon a portion of your astral self. As a bonus action, you can spend 1 Focus point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a [[/save dex format=long]] or take force damage equal to two rolls of your Martial Arts die.</p>\n<p>For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the armsâ€™ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:</p>\n<ul>\n<li>You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.</li>\n<li>You can use the spectral arms to make unarmed strikes.</li>\n<li>When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.</li>\n<li>The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.p7fpqorUBUG8LgjH]{Level 6: Visage of the Astral Self}</b></p>\n<p><em>6th-level Way of the Astral Self feature </em></p>\n<p>You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 Focus point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.</p>\n<p>The spectral visage covers your face like a helmet or mask. You determine its appearance.</p>\n<p>While the spectral visage is present, you gain the following benefits.</p>\n<p><em><strong>Astral Sight.</strong></em> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</p>\n<p><em><strong>Wisdom of the Spirit.</strong></em> You have advantage on Wisdom (&amp;Reference[ins]{Insight}) and Charisma (&amp;Reference[itm]{Intimidation}) checks.</p>\n<p><em><strong>Word of the Spirit.</strong></em> When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.oA1U8x2Dr69TmpFa]{Level 11: Body of the Astral Self}</b></p>\n<p><em>11th-level Way of the Astral Self feature</em></p>\n<p>When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine it/Krn	s appearance.</p>\n<p>While the spectral body is present, you gain the following benefits.</p>\n<p><em><strong>Deflect Energy.</strong></em> When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).</p>\n<p><em><strong>Empowered Arms.</strong></em> Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.weGaQxDfcIEsMzV6]{Level 17: Awakened Astral Self}</b></p>\n<p><em>17th-level Way of the Astral Self feature</em></p>\n<p>Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 Focus points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.</p>\n<p>While your astral self is awakened, you gain the following benefits.</p>\n<p><em><strong>Armor of the Spirit.</strong></em> You gain a +2 bonus to Armor Class.</p>\n<p><em><strong>Astral Barrage.</strong></em> Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-astral-self","source":{"book":"TCoE","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Astral Self (TCoE)","id":230123863,"classDefinitionId":2190880,"definitionId":2190936,"subclassDefinitionId":2190936,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/creatures/abilities/dragon-breath-purple.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778635360803,"modifiedTime":1778635360804,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}^lŮĄJ3         !items!OD2MAXV3ElI5SCEdŁ*{"_id":"OD2MAXV3ElI5SCEd","name":"Way of the Drunken Master (XGtE)","type":"subclass","system":{"advancement":{"CkMiCs63J5BbJ0Rd":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.bba0au91PVWl2jVf","optional":false}],"optional":false,"spell":null},"_id":"CkMiCs63J5BbJ0Rd","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"VkUU3Tnh8rlh24Cq":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Qa3lWE1YiyNpup0U","optional":false}],"optional":false,"spell":null},"_id":"VkUU3Tnh8rlh24Cq","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"CDPjRARE2Ze6byud":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.YX1K1vLbGGB9SSgC","optional":false}],"optional":false,"spell":null},"_id":"CDPjRARE2Ze6byud","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"D8RixjoUOLOIbql4":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.ZgXZrHwIA9EX3Ky8","optional":false}],"optional":false,"spell":null},"_id":"D8RixjoUOLOIbql4","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}},"k34rMahML6vONKNL":{"configuration":{"allowReplacements":true,"choices":[],"grants":["skills:prf"],"mode":"default"},"_id":"k34rMahML6vONKNL","type":"Trait","flags":{},"level":3,"hint":"","title":"Bonus Proficiencies","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 3: Bonus Proficiencies</b></p>\n<p>When you choose this tradition at 3rd level, you gain proficiency in the &amp;Reference[prf]{Performance} skill if you donâ€™t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewerâ€™s supplies if you donâ€™t already have it.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.bba0au91PVWl2jVf]{Level 3: Drunken Technique}</b></p>\n<p>At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Qa3lWE1YiyNpup0U]{Level 6: Tipsy Sway}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Leap to Your Feet.</span>Â </strong></em>When youâ€™re prone, you can stand up by spending 5 feet of movement, rather than half your speed.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Redirect Attack.</span></strong></em>Â When a creature misses you with a melee attack roll, you can spend 1 Focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.YX1K1vLbGGB9SSgC]{Level 11: Drunkardâ€™s Luck}</b></p>\n<p>Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 Focus points to cancel the disadvantage for that roll.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZgXZrHwIA9EX3Ky8]{Level 17: Intoxicated Frenzy}</b></p>\n<p>At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-drunken-master","source":{"book":"XGtE","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Drunken Master (XGtE)","id":230123863,"classDefinitionId":2190880,"definitionId":2190940,"subclassDefinitionId":2190940,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/control/energy-stream-link-white.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778635360871,"modifiedTime":1778635360872,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}ĄĘ64         !items!YoDymfUWj04Dy32vŢ;{"_id":"YoDymfUWj04Dy32v","name":"Way of the Kensei (XGtE)","type":"subclass","system":{"advancement":{"pFFGzjUoipEpDdjL":{"configuration":{"identifier":"one-with-the-blade","type":"dice","distance":{"units":""},"scale":{"6":{"number":1,"faces":6,"modifiers":[]},"11":{"number":1,"faces":8,"modifiers":[]},"17":{"number":1,"faces":10,"modifiers":[]}}},"_id":"pFFGzjUoipEpDdjL","type":"ScaleValue","flags":{},"hint":"","title":"One with the Blade","value":{}},"nezlVKabPMnTEvo8":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.0HWl5IEPbfB5rTcD","optional":false}],"optional":false,"spell":null},"_id":"nezlVKabPMnTEvo8","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"koHn6OcgwDQrvK0A":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.NfcsWcAi05tj5Uci","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.A7ZgbiLZJb5v9frL","optional":false}],"optional":false,"spell":null},"_id":"koHn6OcgwDQrvK0A","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"JNU4l87sMr6rMu73":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.jJn5pJdJPbnN2Hip","optional":false}],"optional":false,"spell":null},"_id":"JNU4l87sMr6rMu73","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"YhHrMddR2qany7sY":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.lsuimwFgix5Jz1ns","optional":false}],"optional":false,"spell":null},"_id":"YhHrMddR2qany7sY","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.0HWl5IEPbfB5rTcD]{Level 3: Path of the Kensei}</b></p>\n<p class=\"Core-Styles_Core-Body\">When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Kensei Weapons.</span></strong></em> 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 donâ€™t already have it. Weapons of the chosen types are monk weapons for you. Many of this traditionâ€™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 â€” either melee or ranged â€” to be a kensei weapon for you, following the criteria above.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Agile Parry.</span></strong></em>Â 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 arenâ€™t incapacitated.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Kenseiâ€™s Shot.</span></strong></em> 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 weaponâ€™s type. You retain this benefit until the end of the current turn.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Way of the Brush.</span></strong></em> You gain proficiency with your choice of calligrapherâ€™s supplies or painterâ€™s supplies.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.NfcsWcAi05tj5Uci]{Level 6: One with the Blade}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 6th level, you extend your Focus into your kensei weapons, granting you the following benefits.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Magic Kensei Weapons.</span></strong></em>Â Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Deft Strike.</span></strong></em> When you hit a target with a kensei weapon, you can spend 1 Focus 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.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.A7ZgbiLZJb5v9frL]{Level 6: Kensei Weapon}</b></p>\n<p class=\"Core-Styles_Core-Body\">When you reach 6th level in this class, you can choose another type of weapon â€” either melee or ranged â€” to be a kensei weapon for you, following the criteria above.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.jJn5pJdJPbnN2Hip]{Level 11: Sharpen the Blade}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to augment your weapons further with your Focus. As a bonus action, you can expend up to 3 Focus 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 Focus points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.lsuimwFgix5Jz1ns]{Level 17: Unerring Accuracy}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-kensei","source":{"book":"XGtE","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Kensei (XGtE)","id":230123863,"classDefinitionId":2190880,"definitionId":2190941,"subclassDefinitionId":2190941,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/744/638607456916761515.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/environment/wilderness/portal.webp","folder":"uaHdvhTn0nialdlo","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778635360940,"modifiedTime":1778635360940,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}	
VÔ5         !items!syKd6SzjPGw6yeBa­/{"_id":"syKd6SzjPGw6yeBa","name":"Way of the Sun Soul (SCAG)","type":"subclass","system":{"advancement":{"qVssTxXQArYKxETL":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.sN2bpAkn1D9S9dWl","optional":false}],"optional":false,"spell":null},"_id":"qVssTxXQArYKxETL","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"fvMb1TsfcLsVkhib":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.s0NEXY7maoEuTWXu","optional":false}],"optional":false,"spell":null},"_id":"fvMb1TsfcLsVkhib","type":"ItemGrant","flags":{},"level":6,"hint":"","title":"Features","value":{}},"BnOqSHwjGT2fVAsV":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.DFhtjcXC4tH3FaEP","optional":false}],"optional":false,"spell":null},"_id":"BnOqSHwjGT2fVAsV","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"MzffINoK67W9rnTB":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.ZukS5nDqL4hbTl9h","optional":false}],"optional":false,"spell":null},"_id":"MzffINoK67W9rnTB","type":"ItemGrant","flags":{},"level":17,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Martial Artist of Supernatural Focus</em></span></p>\n<p>Monks focus their internal reservoirs of power to create extraordinary, even supernatural, effects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D8<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.sN2bpAkn1D9S9dWl]{Level 3: Radiant Sun Bolt}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.</p>\n<p class=\"Core-Styles_Core-Body\">You gain a new attack option that you can use with the AttackÂ action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.</p>\n<p class=\"Core-Styles_Core-Body\">When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus point to make the special attack twice as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.s0NEXY7maoEuTWXu]{Level 6: Searing Arc Strike}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 6th level, you gain the ability to channel your Focus into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 Focus points to cast the <span class=\"Serif-Character-Style_Italic-Serif\"><em>burning hands</em></span>Â spell as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">You can spend additional Focus points to castÂ <span class=\"Serif-Character-Style_Italic-Serif\"><em>burning hands</em></span>Â as a higher-level spell. Each additional Focus point you spend increases the spellâ€™s level by 1. The maximum number of Focus points (2 plus any additional points) that you can spend on the spell equals half your monk level.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.DFhtjcXC4tH3FaEP]{Level 11: Searing Sunburst}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.</p>\n<p class=\"Core-Styles_Core-Body\">Each creature in that 20-foot-radius sphere must succeed on a [[/save con format=long]] or take 2d6 radiant damage. A creature doesnâ€™t need to make the save if the creature is behind total cover that is opaque.</p>\n<p class=\"Core-Styles_Core-Body\">You can increase the sphereâ€™s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ZukS5nDqL4hbTl9h]{Level 17: Sun Shield}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.</p>\n\n\n</div>","chat":""},"identifier":"way-of-the-sun-soul","source":{"book":"SCAG","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"monk","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Monk","subclass":"Way of the Sun Soul 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class=\"ddb\">\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). 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class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Ranger Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity and Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D10 per Ranger level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Dexterity</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 3:</em> &amp;Reference[ani]{Animal Handling}, &amp;Reference[ath]{Athletics}, &amp;Reference[ins]{Insight}, &amp;Reference[inv]{Investigation}, &amp;Reference[nat]{Nature}, &amp;Reference[prc]{Perception}, &amp;Reference[ste]{Stealth}, or &amp;Reference[sur]{Survival}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple and Martial weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light and Medium armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorerâ€™s Pack, and 7 GP; or (B) 150 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.70YUNTHqugAeMHAu]{Level 1: Spellcasting}</b></p>\n<p>You have learned to channel the magical essence of &amp;Reference[nat]{nature} to cast spells.</p>\n<p><strong><em>Spell Slots.</em></strong> The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+</em></strong>. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.</p>\n<p>The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.</p>\n<p>If another Ranger feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Ranger spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.izJzstgqfr2ZWlm2]{Level 1: Favored Enemy}</b></p>\n<p class=\"compendium-hr\">Â You always have the <em>Hunterâ€™s Mark</em> spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.</p>\n<p>The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.</p>\n<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.szWXNt1jgEQ5fCMb]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.z3eDvVvTa95WvOaY]{Level 1: Northlands Sagas: Runestones}</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.7HvoVR1TGHkgfYq0]{Level 1: Northlands Worldbook: Character Threads}</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.gaZw3HenP8xSDyX4]{Level 2: Deft Explorer}</b></p>\n<p>Thanks to your travels, you gain the following benefits.</p>\n<p><strong><em>Expertise.</em></strong> Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.</p>\n<p><strong><em>Languages.</em></strong> You know two languages of your choice.</p>\n\n<p><b>Level 2: Fighting Style</b></p>\n<p>You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.</p>\n\n<p><b>Level 3: Ranger Subclass</b></p>\n<p>You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Ranger level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.WAGbZnOWGLnL8f0f]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.jb8oQK5RCTp6vlQg]{Level 6: Roving}</b></p>\n<p>Your Speed increases by 10 feet while you arenâ€™t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 12 and 16.</p>\n\n<p><b>Level 9: Expertise</b></p>\n<p>Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.H6kGXcie4v0dXD3D]{Level 10: Tireless}</b></p>\n<p>Primal forces now help fuel you on your journeys, granting you the following benefits.</p>\n<p><strong><em>Temporary Hit Points.</em></strong> As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n<p><strong><em>Decrease Exhaustion.</em></strong> Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.S0YSz8GfN0qeXoQU]{Level 13: Relentless Hunter}</b></p>\n<p>Taking damage canâ€™t break your Concentration on Hunterâ€™s Mark.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.iDWL2SlRT7dxmBZQ]{Level 14: Natureâ€™s Veil}</b></p>\n<p>You invoke spirits of &amp;Reference[nat]{nature} to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.</p>\n<p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.pLCTBl5tBhGv0I4u]{Level 17: Precise Hunter}</b></p>\n<p>You have Advantage on attack rolls against the creature currently marked by your Hunterâ€™s Mark.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FD927jzv2FYMyqwq]{Level 18: Feral Senses}</b></p>\n<p>Your connection toS6kl· the forces of &amp;Reference[nat]{nature} grants you &amp;Reference[blindsight]{Blindsight} with a range of 30 feet.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for 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Training","classRestriction":"secondary","value":{}},"YiMGlV2QIFEGsFVg":{"configuration":{"allowReplacements":false,"choices":[],"grants":["armor:lgt","armor:med","armor:shl"],"mode":"default"},"_id":"YiMGlV2QIFEGsFVg","type":"Trait","flags":{},"level":1,"hint":"","title":"Armor Training","classRestriction":"primary","value":{}},"IBrnmaGC8nYWLARB":{"configuration":{"allowReplacements":false,"choices":[{"count":1,"pool":["weapon:mar"]}],"grants":["weapon:mar"],"mode":"default"},"_id":"IBrnmaGC8nYWLARB","type":"Trait","flags":{},"level":1,"hint":"","title":"Weapon Proficiencies","classRestriction":"secondary","value":{}},"5r6KplGi15hyKJVH":{"configuration":{"allowReplacements":false,"choices":[],"grants":["weapon:sim","weapon:mar"],"mode":"default"},"_id":"5r6KplGi15hyKJVH","type":"Trait","flags":{},"level":1,"hint":"","title":"Weapon Proficiencies","classRestriction":"primary","value":{}},"x2m1cpaIUjt9KqZQ":{"_id":"x2m1cpaIUjt9KqZQ","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"cantrips-known","type":"number","scale":{}},"title":"Cantrips Known","icon":null,"flags":{},"value":{},"hint":""},"JoWOwuvELhKCWaQ2":{"_id":"JoWOwuvELhKCWaQ2","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"spells-known","type":"number","scale":{"1":{"value":2},"2":{"value":3},"3":{"value":4},"4":{"value":5},"5":{"value":6},"7":{"value":7},"9":{"value":9},"11":{"value":10},"13":{"value":11},"15":{"value":12},"17":{"value":14},"19":{"value":15}}},"title":"Spells Known","icon":null,"flags":{},"value":{},"hint":""},"oxnS3EXcSI7WDHxH":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"oxnS3EXcSI7WDHxH","type":"AbilityScoreImprovement","flags":{},"level":4,"hint":"","title":"Ability Score Improvement","value":{}},"81JmGgODJ9uMSBfT":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"81JmGgODJ9uMSBfT","type":"AbilityScoreImprovement","flags":{},"level":8,"hint":"","title":"8: Ability Score Improvement","value":{}},"LG7MphEWPktbwA0C":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"LG7MphEWPktbwA0C","type":"AbilityScoreImprovement","flags":{},"level":12,"hint":"","title":"12: Ability Score Improvement","value":{}},"E5tEdnFZs81ouhMl":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"E5tEdnFZs81ouhMl","type":"AbilityScoreImprovement","flags":{},"level":16,"hint":"","title":"16: Ability Score Improvement","value":{}},"MChvc4WnyoVHxdMW":{"configuration":{"cap":2,"fixed":{},"locked":[],"points":2,"recommendation":null},"_id":"MChvc4WnyoVHxdMW","type":"AbilityScoreImprovement","flags":{},"level":19,"hint":"","title":"Epic Boon","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>Level 1: Core Ranger Traits</b></p>\n<p>As a Level 1 Character:</p>\n<ul>\n<li>Gain all the traits in the Core Ranger Traits table.</li>\n<li>Gain the Rangerâ€™s level 1 features.</li>\n</ul>\n<table class=\"table-compendium table--left-all\" style=\"--sb-table-row-bg-hover:#b3d3df;--sb-table-row-bg-dark:#d7e8ee;--sb-table-row-bg-light:#f1f7f9;--dark-sb-table-row-bg-light:#5e7982;--dark-sb-table-row-bg-dark:#5c7f8c;--dark-sb-table-row-bg-hover:#78a2b0\"><caption>Core Ranger Traits</caption>\n<tbody>\n<tr>\n<th>Primary Ability</th>\n<td>Dexterity and Wisdom</td>\n</tr>\n<tr>\n<th>Hit Point Die</th>\n<td>D10 per Ranger level</td>\n</tr>\n<tr>\n<th>Saving Throw Proficiencies</th>\n<td>Strength and Dexterity</td>\n</tr>\n<tr>\n<th>Skill Proficiencies</th>\n<td><em>Choose 3:</em> &amp;Reference[ani]{Animal Handling}, &amp;Reference[ath]{Athletics}, &amp;Reference[ins]{Insight}, &amp;Reference[inv]{Investigation}, &amp;Reference[nat]{Nature}, &amp;Reference[prc]{Perception}, &amp;Reference[ste]{Stealth}, or &amp;Reference[sur]{Survival}</td>\n</tr>\n<tr>\n<th>Weapon Proficiencies</th>\n<td>Simple and Martial weapons</td>\n</tr>\n<tr>\n<th>Armor Training</th>\n<td>Light and Medium armor and Shields</td>\n</tr>\n<tr>\n<th>Starting Equipment</th>\n<td><em>Choose A or B:</em> (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorerâ€™s Pack, and 7 GP; or (B) 150 GP</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.70YUNTHqugAeMHAu]{Level 1: Spellcasting}</b></p>\n<p>You have learned to channel the magical essence of &amp;Reference[nat]{nature} to cast spells.</p>\n<p><strong><em>Spell Slots.</em></strong> The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.</p>\n<p><strong><em>Prepared Spells of Level 1+</em></strong>. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.</p>\n<p>The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if youâ€™re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.</p>\n<p>If another Ranger feature gives you spells that you always have prepared, those spells donâ€™t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.</p>\n<p><strong><em>Changing Your Prepared Spells.</em></strong> Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.</p>\n<p><strong><em>Spellcasting Ability.</em></strong> Wisdom is your spellcasting ability for your Ranger spells.</p>\n<p><strong><em>Spellcasting Focus.</em></strong> You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.izJzstgqfr2ZWlm2]{Level 1: Favored Enemy}</b></p>\n<p class=\"compendium-hr\">Â You always have the <em>Hunterâ€™s Mark</em> spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.</p>\n<p>The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.</p>\n\n<p><b>Level 1: Weapon Mastery</b></p>\n<p>Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.</p>\n<p>Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.</p>\n\n<p><b>Level 1: The Crooked Moon: Dark Bargain</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.szWXNt1jgEQ5fCMb]{Level 1: Circle Magic Casting}</b></p>\n<h3 id=\"InitiatingACircleSpell\" class=\"compendium-hr\">Initiating a Circle Spell</h3>\n<p>You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâ€™re using for this casting; you must also meet any of the other requirements described in that optionâ€™s text. Until the Circle spellâ€™s casting is complete, you must maintain Concentration on the spell.</p>\n<p>If a Reaction would trigger when a creature casts a spellâ€”such as the Reaction taken to cast Counterspellâ€” it also triggers when you take this action to initiate a Circle spell.</p>\n<h3 id=\"CircleCastingOptions\" class=\"compendium-hr\">Circle Casting Options</h3>\n<p>The following options provide ways to enhance a spell when casting it as a Circle spell. You can use only one Circle casting option on a spell at a time.</p>\n<p>Some spells have a â€śCasting as a Circle Spellâ€ť section in their description. Instead of using one of the following options, you can create the effect described in that section when casting the spell as a Circle spell. Such effects are often uniquely powerful and specific to their respective spells.</p>\n<h4 class=\"compendium-hr\">Augment</h4>\n<p>When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per secondary caster contributing to the spell, up to a maximum of a 1-mile increase.</p>\n<h4 class=\"compendium-hr\">Distribute</h4>\n<p>When you cast a spell that requires Concentration, you can distribute the mental load of the spell among you and the secondary casters. Once the casting is complete, you and all secondary casters can maintain Concentration on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spellâ€™s effects remain active.</p>\n<h4 class=\"compendium-hr\">Expand</h4>\n<p>When you cast a spell that creates an area of effect, you can increase one dimension of the spellâ€™s area of effect for this casting by 10 feet per secondary caster contributing to the spell. For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two secondary casters, could make a Line that is either 25 feet wide or 320 feet long.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<h4 class=\"compendium-hr\">Prolong</h4>\n<p>When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of secondary casters contributing to the spell, as detailed in the table below.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n<table class=\"table-compendium table--sub-features\"><caption>\n<h5 id=\"ProlongSpellDuration\" class=\"compendium-hr quick-menu-exclude\">Spell Duration</h5>\n</caption>\n<thead>\n<tr>\n<th>Secondary Casters</th>\n<th>The Spell Increases Duration by</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1â€“3</td>\n<td>1 hour</td>\n</tr>\n<tr>\n<td>4â€“6</td>\n<td>8 hours</td>\n</tr>\n<tr>\n<td>7+</td>\n<td>24 hours</td>\n</tr>\n</tbody>\n</table>\n<h4 class=\"compendium-hr\">Safeguard</h4>\n<p>When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot Cubes equal to your spellcasting ability modifier plus the number of secondary casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube.</p>\n<p>If the spellâ€™s area of effect can be moved, the safe zone moves with it.</p>\n<h4 class=\"compendium-hr\">Supplant</h4>\n<p>When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material componentâ€™s minimum cost to 200 GP.</p>\n<p>Each secondary caster contributing to the spell must expend a spell slot of a level greater than or equal to the spellâ€™s level (no action required). If the spell fails, these spell slots arenâ€™t expended.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.z3eDvVvTa95WvOaY]{Level 1: Northlands Sagas: Runestones}</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.7HvoVR1TGHkgfYq0]{Level 1: Northlands Worldbook: Character Threads}</b></p>\n\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.gaZw3HenP8xSDyX4]{Level 2: Deft Explorer}</b></p>\n<p>Thanks to your travels, you gain the following benefits.</p>\n<p><strong><em>Expertise.</em></strong> Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.</p>\n<p><strong><em>Languages.</em></strong> You know two languages of your choice.</p>\n\n<p><b>Level 2: Fighting Style</b></p>\n<p>You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.</p>\n\n<p><b>Level 3: Ranger Subclass</b></p>\n<p>You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclassâ€™s features that are of your Ranger level or lower.</p>\n\n<p><b>Level 4: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.WAGbZnOWGLnL8f0f]{Level 5: Extra Attack}</b></p>\n<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.jb8oQK5RCTp6vlQg]{Level 6: Roving}</b></p>\n<p>Your Speed increases by 10 feet while you arenâ€™t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.</p>\n\n<p><b>Level 8: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 12 and 16.</p>\n\n<p><b>Level 9: Expertise</b></p>\n<p>Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.H6kGXcie4v0dXD3D]{Level 10: Tireless}</b></p>\n<p>Primal forces now help fuel you on your journeys, granting you the following benefits.</p>\n<p><strong><em>Temporary Hit Points.</em></strong> As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n<p><strong><em>Decrease Exhaustion.</em></strong> Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.</p>\n\n<p><b>Level 12: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger level 16.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.S0YSz8GfN0qeXoQU]{Level 13: Relentless Hunter}</b></p>\n<p>Taking damage canâ€™t break your Concentration on Hunterâ€™s Mark.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.iDWL2SlRT7dxmBZQ]{Level 14: Natureâ€™s Veil}</b></p>\n<p>You invoke spirits of &amp;Reference[nat]{nature} to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.</p>\n<p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.</p>\n\n<p><b>Level 16: Ability Score Improvement</b></p>\n<p>You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.pLCTBl5tBhGv0I4u]{Level 17: Precise Hunter}</b></p>\n<p>You have Advantage on attack rolls against the creature currently marked by your Hunterâ€™s Mark.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FD927jzv2FYMyqwq]{Level 18: Feral Senses}</b></p>\n<p>Your connection to the forces of &amp;Reference[nat]{nature} grants you &amp;Reference[blindsight]{Blindsight} with a range of 30 feet.</p>\n\n<p><b>Level 19: Epic Boon</b></p>\n<p>You gain an Epic Boon feat or another feat of your choice for which you qualify.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XFMUmGY9WIfvuNGb]{Level 20: Foe Slayer}</b></p>\n<p>The damage die of your Hunterâ€™s Mark is a d10 rather than a d6.</p>\n\n\n</div>","chat":""},"identifier":"ranger","source":{"book":"PHB 2024","page":"","license":"","custom":"","rules":"2024","revision":1},"startingEquipment":[{"type":"AND","requiresProficiency":false,"_id":"WFIcVPxUX9AVm6Bi","group":"","sort":100000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbarmStuddedLea","requiresProficiency":false,"_id":"Xd5dGKrCFOma0tff","group":"WFIcVPxUX9AVm6Bi","sort":200000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepScimitar00","requiresProficiency":false,"_id":"QSWlS6rRuZ0EEv82","group":"WFIcVPxUX9AVm6Bi","sort":300000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepShortsword","requiresProficiency":false,"_id":"tsVTDYKzuaFj9Ml9","group":"WFIcVPxUX9AVm6Bi","sort":400000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbwepLongbow000","requiresProficiency":false,"_id":"5T06wPne6AU3Rrsa","group":"WFIcVPxUX9AVm6Bi","sort":500000},{"type":"linked","count":20,"key":"Compendium.dnd5e.equipment24.Item.phbamoArrows0000","requiresProficiency":false,"_id":"5xYjLDFChJSP5ygy","group":"WFIcVPxUX9AVm6Bi","sort":600000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagQuiver00000","requiresProficiency":false,"_id":"rXPrZLCycIgTF1bs","group":"WFIcVPxUX9AVm6Bi","sort":700000},{"type":"focus","count":null,"key":"druidic","requiresProficiency":false,"_id":"9UhnUjgaVE5NlAEw","group":"WFIcVPxUX9AVm6Bi","sort":800000},{"type":"linked","count":null,"key":"Compendium.dnd5e.equipment24.Item.phbagExplorersPa","requiresProficiency":false,"_id":"3BV41WTrCIy6HLHS","group":"WFIcVPxUX9AVm6Bi","sort":900000},{"type":"currency","count":7,"key":"gp","requiresProficiency":false,"_id":"Rpvzjvy76WfbCkxs","group":"WFIcVPxUX9AVm6Bi","sort":1000000}],"hd":{"denomination":"d10","spent":0,"additional":""},"levels":1,"primaryAbility":{"value":["dex","wis"],"all":false},"properties":[],"spellcasting":{"progression":"half","ability":"wis","preparation":{"formula":""}}},"flags":{"ddbimporter":{"class":"Ranger","id":230123971,"classDefinitionId":2190882,"definitionId":2190882,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"ddbImg":"https://www.dndbeyond.com/avatars/43940/841/638607458994233790.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true,"legacy":false,"spellSlotDivisor":2,"spellCastingAbility":"wis"},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/weapons/bows/shortbow-recurve-yellow.webp","folder":"igPuQ6MRMeyvf92a","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778635483859,"modifiedTime":1778635483859,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}¶)ŕ(…g         !items!B2AAhwX8n9jwsZxlô8{"_id":"B2AAhwX8n9jwsZxl","name":"Horizon 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Warrior"},"ZRc8PBToBe6hI0gv":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.MLpAvqjW4AzJwUa0","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.KRsevUl25OyverMe","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.wxu69QKRkxVDArrh","optional":false}],"optional":false,"spell":null},"_id":"ZRc8PBToBe6hI0gv","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features"},"j4Oiznc79Q8dQI4C":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.xCZM9r9JnTpODu8k","optional":false}],"optional":false,"spell":null},"_id":"j4Oiznc79Q8dQI4C","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features"},"AQjakIq37dckKKIv":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.CgZlF2bYuirvmFBt","optional":false}],"optional":false,"spell":null},"_id":"AQjakIq37dckKKIv","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features"},"BgBRX0meJaD5FzxP":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.7BBFrZ1MuoEGiG1E","optional":false}],"optional":false,"spell":null},"_id":"BgBRX0meJaD5FzxP","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexteri!ÄňŞty</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.MLpAvqjW4AzJwUa0]{Level 3: Horizon Walker Magic}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesnâ€™t count against the number of ranger spells you know.</p>\n<h4 id=\"HorizonWalkerSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Horizon Walker Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">protection from evil and good</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">misty step</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">haste</span></td>\n</tr>\n<tr>\n<td>13th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">banishment</span></td>\n</tr>\n<tr>\n<td>17th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">teleportation circle</span></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.KRsevUl25OyverMe]{Level 3: Detect Portal}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.</p>\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you canâ€™t use it again until you finish a short or long rest.</p>\n<p class=\"Core-Styles_Core-Body\">See the â€ś<a title=\"Planar Travel\" href=\"https://www.dndbeyond.com/compendium/rules/dmg/creating-a-multiverse#PlanarTravel\">Planar Travel</a>â€ť section in chapter 2 of theÂ <span class=\"Serif-Character-Style_Italic-Serif\">Dungeon Masterâ€™s Guide</span>Â for examples of planar portals.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.wxu69QKRkxVDArrh]{Level 3: Planar Warrior}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.</p>\n<p class=\"Core-Styles_Core-Body\">As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.xCZM9r9JnTpODu8k]{Level 7: Ethereal Step}</b></p>\n<p>At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a short or long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CgZlF2bYuirvmFBt]{Level 11: Distant Strike}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the AttackÂ action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.</p>\n<p class=\"Core-Styles_Core-Body\">If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.7BBFrZ1MuoEGiG1E]{Level 15: Spectral Defense}</b></p>\n<p>At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attackâ€™s damage on this turn.</p>\n\n\n</div>","chat":""},"identifier":"horizon-walker","source":{"book":"XGtE","page":"","license":"","custom":"","rules":"2024"},"classIdentifier":"ranger","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Ranger","subclass":"Horizon Walker (XGtE)","id":230123971,"classDefinitionId":2190882,"definitionId":2190950,"subclassDefinitionId":2190950,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/841/638607458994233790.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/lightning/bolt-strike-explosion-yellow.webp","folder":"igPuQ6MRMeyvf92a","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578804176,"modifiedTime":1778635484858,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}Ôş'/´h         !items!VN4kHSxBhC8S1s0CŤ5{"_id":"VN4kHSxBhC8S1s0C","name":"Monster Slayer (XGtE)","type":"subclass","system":{"advancement":{"kCwqiA24ohyVVjzN":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.wYT0J5FEpyPXL5iz","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.WIoqgiI2dsvTZM5g","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Zpq3MKahflvzaQF3","optional":false}],"optional":false,"spell":null},"_id":"kCwqiA24ohyVVjzN","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features"},"ItlMZEoUuXvT3r1j":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.o3m4n0qvyjYQp8Rn","optional":false}],"optional":false,"spell":null},"_id":"ItlMZEoUuXvT3r1j","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features"},"TGXiDV31ZUNkEK93":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.uLLsiLLegbZGjR3n","optional":false}],"optional":false,"spell":null},"_id":"TGXiDV31ZUNkEK93","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features"},"8xdGUQ5ESFlV0Gj2":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.XzCqBMykDgJheLBE","optional":false}],"optional":false,"spell":null},"_id":"8xdGUQ5ESFlV0Gj2","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.wYT0J5FEpyPXL5iz]{Level 3: Monster Slayer Magic}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesnâ€™t count against the number of ranger spells you know.</p>\n<h4 id=\"MonsterSlayerSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Monster Slayer Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>protection from evil and good</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>zone of truth</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>magic circle</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>banishment</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>hold monster</td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.WIoqgiI2dsvTZM5g]{Level 3: Hunterâ€™s Sense}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from &amp;Reference[div]{divination} magic, you sense that it has no damage immunities, resistances, or vulnerabilities.</p>\n<p class=\"Core-Styles_Core-Body\">You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Zpq3MKahflvzaQF3]{Level 3: Slayerâ€™s Prey}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.</p>\n<p class=\"Core-Styles_Core-Body\">This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.o3m4n0qvyjYQp8Rn]{Level 7: Supernatural Defense}</b></p>\n<p>At 7th level, you gain extra resilience against your preyâ€™s assaults on your mind and body. Whenever the target of your Slayerâ€™s Prey forces you to make a saving throw and whenever you make an ability check to escape that targetâ€™s grapple, add 1d6 to your roll.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.uLLsiLLegbZGjR3n]{Level 11: Magic-Userâ€™s Nemesis}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to thwart someone elseâ€™s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a [[/save wis format=long]] against your spell save DC, or its spell or teleport fails and is wasted.</p>\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you canâ€™t use it again until you finish a short or long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XzCqBMykDgJheLBE]{Level 15: Slayerâ€™s Counter}</b></p>\n<p>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayerâ€™s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attackâ€™s normal effects.</p>\n\n\n</div>","chat":""},"identifier":"monster-slayer","source":{"book":"XGtE","page":"","license":"","custom":"","rules":"2024"},"classIdentifier":"ranger","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Ranger","subclass":"Monster Slayer (XGtE)","id":230123971,"classDefinitionId":2190882,"definitionId":2190951,"subclassDefinitionId":2190951,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/841/638607458994233790.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/control/fear-fright-white.webp","folder":"igPuQ6MRMeyvf92a","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578804227,"modifiedTime":1778635485516,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}é’d”˝i         !items!OgRNL253raKvrxSr–9{"_id":"OgRNL253raKvrxSr","name":"Swarmkeeper (TCoE)","type":"subclass","system":{"advancement":{"JqBqIAV2ZzUqNP5S":{"configuration":{"identifier":"gathered-swarm","type":"dice","distance":{"units":""},"scale":{"3":{"n":1,"die":6,"number":1,"faces":6},"11":{"n":1,"die":8,"number":1,"faces":8}}},"_id":"JqBqIAV2ZzUqNP5S","type":"ScaleValue","flags":{},"hint":"","title":"Gathered Swarm"},"WovZkoFRddAnetA4":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.vyfp66OUIcIv1fNB","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.ItptHWD0BVjjtSMC","optional":false}],"optional":false,"spell":null},"_id":"WovZkoFRddAnetA4","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features"},"lFzO0a4nTs4cgIcP":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Txp1utOJ8akO1xAa","optional":false}],"optional":false,"spell":null},"_id":"lFzO0a4nTs4cgIcP","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features"},"FxfhRnRcTMnDIFjv":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.FD8q17moKA9yMU1u","optional":false}],"optional":false,"spell":null},"_id":"FxfhRnRcTMnDIFjv","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features"},"6ftop1kZqCnUD40E":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Ip4UQVThdCrymzq0","optional":false}],"optional":false,"spell":null},"_id":"6ftop1kZqCnUD40E","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features"}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vyfp66OUIcIv1fNB]{Level 3: Gathered Swarm}</b></p>\n<p><em>3rd-level Swarmkeeper feature </em></p>\n<p>A swarm of intangible &amp;Reference[nat]{nature} spirits has bonded itself to you and can assist you in battle. While youâ€™re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</p>\n<h5 id=\"SwarmAppearanceTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Swarm Appearance</h5>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d4</th>\n<th>Appearance</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Swarming insects</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Miniature twig blights</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Fluttering birds</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Playful pixies</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</p>\n<ul>\n<li>The attackâ€™s target takes 1d6 piercing damage from the swarm.</li>\n<li>The attackâ€™s target must succeed on a [[/save str format=long]] against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</li>\n<li>You are moved by the swarm 5 feet horizontally in a direction of your choice.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ItptHWD0BVjjtSMC]{Level 3: Swarmkeeper Magic}</b></p>\n<p><em>3rd-level Swarmkeeper feature </em></p>\n<p>You learn the mage hand cantrip if you donâ€™t already know it. When you cast it, the hand takes the form of your swarming &amp;Reference[nat]{nature} spirits.</p>\n<p>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesnâ€™t count against the number of ranger spells you know.</p>\n<h5 id=\"SwarmkeeperSpells\">Swarmkeeper Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>faerie fire, mage hand</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>web</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>gaseous form</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>arcane eye</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>insect plague</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Txp1utOJ8akO1xAa]{Level 7: Writhing Tide}</b></p>\n<p><em>7th-level Swarmkeeper feature </em></p>\n<p>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</p>\n<p>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FD8q17moKA9yMU1u]{Level 11: Mighty Swarm}</b></p>\n<p><em>11th-level Swarmkeeper feature </em></p>\n<p>Your Gathered Swarm grows mightier in the following ways:</p>\n<ul>\n<li>The damage of Gathered Swarm increases to 1d8.</li>\n<li>If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</li>\n<li>When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Ip4UQVThdCrymzq0]{Level 15: Swarming Dispersal}</b></p>\n<p><em>15th-level Swarmkeeper feature </em></p>\n<p>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</p>\n<p>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n\n\n</div>","chat":""},"identifier":"swarmkeeper","source":{"book":"TCoE","page":"","license":"","custom":"","rules":"2024"},"classIdentifier":"ranger","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Ranger","subclass":"Swarmkeeper (TCoE)","id":230123971,"classDefinitionId":2190882,"definitionId":2190952,"subclassDefinitionId":2190952,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/841/638607458994233790.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/creatures/reptiles/dragon-horned-blue.webp","folder":"igPuQ6MRMeyvf92a","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778578804279,"modifiedTime":1778635486173,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}Ű]PÔáj         !items!B2AAhwX8n9jwsZxlş9{"_id":"B2AAhwX8n9jwsZxl","name":"Horizon Walker (XGtE)","type":"subclass","system":{"advancement":{"HJ00aZ9QOuvYqFFh":{"configuration":{"identifier":"planar-warrior","type":"dice","distance":{"units":""},"scale":{"3":{"number":1,"faces":8,"modifiers":[]},"11":{"number":2,"faces":8,"modifiers":[]}}},"_id":"HJ00aZ9QOuvYqFFh","type":"ScaleValue","flags":{},"hint":"","title":"Planar Warrior","value":{}},"ZRc8PBToBe6hI0gv":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.MLpAvqjW4AzJwUa0","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.KRsevUl25OyverMe","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.wxu69QKRkxVDArrh","optional":false}],"optional":false,"spell":null},"_id":"ZRc8PBToBe6hI0gv","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"j4Oiznc79Q8dQI4C":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.xCZM9r9JnTpODu8k","optional":false}],"optional":false,"spell":null},"_id":"j4Oiznc79Q8dQI4C","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features","value":{}},"AQjakIq37dckKKIv":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.CgZlF2bYuirvmFBt","optional":false}],"optional":false,"spell":null},"_id":"AQjakIq37dckKKIv","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"BgBRX0meJaD5FzxP":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.7BBFrZ1MuoEGiG1E","optional":false}],"optional":false,"spell":null},"_id":"BgBRX0meJaD5FzxP","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.MLpAvqjW4AzJwUa0]{Level 3: Horizon Walker Magic}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesnâ€™t count against the number of ranger spells you know.</p>\n<h4 id=\"HorizonWalkerSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Horizon Walker Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">protection from evil and good</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">misty step</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">haste</span></td>\n</tr>\n<tr>\n<td>13th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">banishment</span></td>\n</tr>\n<tr>\n<td>17th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">teleportation circle</span></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.KRsevUl25OyverMe]{Level 3: Detect Portal}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.</p>\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you canâ€™t use it again until you finish a short or long rest.</p>\n<p class=\"Core-Styles_Core-Body\">See the â€ś<a title=\"Planar Travel\" href=\"https://www.dndbeyond.com/compendium/rules/dmg/creating-a-multiverse#PlanarTravel\">Planar Travel</a>â€ť section in chapter 2 of theÂ <span class=\"Serif-Character-Style_Italic-Serif\">Dungeon Masterâ€™s Guide</span>Â for examples of planar portals.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.wxu69QKRkxVDArrh]{Level 3: Planar Warrior}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.</p>\n<p class=\"Core-Styles_Core-Body\">As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.xCZM9r9JnTpODu8k]{Level 7: Ethereal Step}</b></p>\n<p>At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.</p>\n<p>Once you use this feature, you canâ€™t use it again until you finish a short or long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.CgZlF2bYuirvmFBt]{Level 11: Distant Strike}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the AttackÂ action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.</p>\n<p class=\"Core-Styles_Core-Body\">If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.7BBFrZ1MuoEGiG1E]{Level 15: Spectral Defense}</b></p>\n<p>At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attackâ€™s damage on this turn.</p>\n\n\n</div>","chat":""},"identifier":"horizon-walker","source":{"book":"XGtE","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"ranger","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Ranger","subclass":"Horizon Walker (XGtE)","id":230123971,"classDefinitionId":2190882,"definitionId":2190950,"subclassDefinitionId":2190950,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/841/638607458994233790.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/lightning/bolt-strike-explosion-yellow.webp","folder":"igPuQ6MRMeyvf92a","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778635486451,"modifiedTime":1778635486451,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}<@ŐŔuk         !items!VN4kHSxBhC8S1s0CĆ5{"_id":"VN4kHSxBhC8S1s0C","name":"Monster Slayer (XGtE)","type":"subclass","system":{"advancement":{"kCwqiA24ohyVVjzN":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.wYT0J5FEpyPXL5iz","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.WIoqgiI2dsvTZM5g","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Zpq3MKahflvzaQF3","optional":false}],"optional":false,"spell":null},"_id":"kCwqiA24ohyVVjzN","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"ItlMZEoUuXvT3r1j":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.o3m4n0qvyjYQp8Rn","optional":false}],"optional":false,"spell":null},"_id":"ItlMZEoUuXvT3r1j","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features","value":{}},"TGXiDV31ZUNkEK93":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.uLLsiLLegbZGjR3n","optional":false}],"optional":false,"spell":null},"_id":"TGXiDV31ZUNkEK93","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"8xdGUQ5ESFlV0Gj2":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.XzCqBMykDgJheLBE","optional":false}],"optional":false,"spell":null},"_id":"8xdGUQ5ESFlV0Gj2","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.wYT0J5FEpyPXL5iz]{Level 3: Monster Slayer Magic}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesnâ€™t count against the number of ranger spells you know.</p>\n<h4 id=\"MonsterSlayerSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Monster Slayer Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>protection from evil and good</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>zone of truth</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>magic circle</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>banishment</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>hold monster</td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.WIoqgiI2dsvTZM5g]{Level 3: Hunterâ€™s Sense}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from &amp;Reference[div]{divination} magic, you sense that it has no damage immunities, resistances, or vulnerabilities.</p>\n<p class=\"Core-Styles_Core-Body\">You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Zpq3MKahflvzaQF3]{Level 3: Slayerâ€™s Prey}</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.</p>\n<p class=\"Core-Styles_Core-Body\">This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.o3m4n0qvyjYQp8Rn]{Level 7: Supernatural Defense}</b></p>\n<p>At 7th level, you gain extra resilience against your preyâ€™s assaults on your mind and body. Whenever the target of your Slayerâ€™s Prey forces you to make a saving throw and whenever you make an ability check to escape that targetâ€™s grapple, add 1d6 to your roll.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.uLLsiLLegbZGjR3n]{Level 11: Magic-Userâ€™s Nemesis}</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to thwart someone elseâ€™s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a [[/save wis format=long]] against your spell save DC, or its spell or teleport fails and is wasted.</p>\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you canâ€™t use it again until you finish a short or long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.XzCqBMykDgJheLBE]{Level 15: Slayerâ€™s Counter}</b></p>\n<p>At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayerâ€™s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attackâ€™s normal effects.</p>\n\n\n</div>","chat":""},"identifier":"monster-slayer","source":{"book":"XGtE","page":"","license":"","custom"żĘĘx:"","rules":"2024","revision":1},"classIdentifier":"ranger","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Ranger","subclass":"Monster Slayer (XGtE)","id":230123971,"classDefinitionId":2190882,"definitionId":2190951,"subclassDefinitionId":2190951,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/841/638607458994233790.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/magic/control/fear-fright-white.webp","folder":"igPuQ6MRMeyvf92a","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778635486532,"modifiedTime":1778635486532,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}VMŔŽl         !items!OgRNL253raKvrxSrÜ9{"_id":"OgRNL253raKvrxSr","name":"Swarmkeeper (TCoE)","type":"subclass","system":{"advancement":{"JqBqIAV2ZzUqNP5S":{"configuration":{"identifier":"gathered-swarm","type":"dice","distance":{"units":""},"scale":{"3":{"number":1,"faces":6,"modifiers":[]},"11":{"number":1,"faces":8,"modifiers":[]}}},"_id":"JqBqIAV2ZzUqNP5S","type":"ScaleValue","flags":{},"hint":"","title":"Gathered Swarm","value":{}},"WovZkoFRddAnetA4":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.vyfp66OUIcIv1fNB","optional":false},{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.ItptHWD0BVjjtSMC","optional":false}],"optional":false,"spell":null},"_id":"WovZkoFRddAnetA4","type":"ItemGrant","flags":{},"level":3,"hint":"","title":"Features","value":{}},"lFzO0a4nTs4cgIcP":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Txp1utOJ8akO1xAa","optional":false}],"optional":false,"spell":null},"_id":"lFzO0a4nTs4cgIcP","type":"ItemGrant","flags":{},"level":7,"hint":"","title":"Features","value":{}},"FxfhRnRcTMnDIFjv":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.FD8q17moKA9yMU1u","optional":false}],"optional":false,"spell":null},"_id":"FxfhRnRcTMnDIFjv","type":"ItemGrant","flags":{},"level":11,"hint":"","title":"Features","value":{}},"6ftop1kZqCnUD40E":{"configuration":{"items":[{"uuid":"Compendium.dnd-beyond.beyond-classes.Item.Ip4UQVThdCrymzq0","optional":false}],"optional":false,"spell":null},"_id":"6ftop1kZqCnUD40E","type":"ItemGrant","flags":{},"level":15,"hint":"","title":"Features","value":{}}},"description":{"value":"<div class=\"ddb\">\n<h1>Description</h1><p><span style=\"font-size:16px\"><em>A Wandering Warrior Imbued with Primal Magic</em></span></p>\n<p>Rangers are honed with deadly focus andÂ harness primal powers to protect the world from the ravages of monsters and tyrants.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Primary Abilities:</strong> Dexterity &amp; Wisdom<br><strong>Hit Point Die:</strong> D10<br><strong>Saves:</strong> Strength &amp; Dexterity</p><h1>Class Features</h1>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.vyfp66OUIcIv1fNB]{Level 3: Gathered Swarm}</b></p>\n<p><em>3rd-level Swarmkeeper feature </em></p>\n<p>A swarm of intangible &amp;Reference[nat]{nature} spirits has bonded itself to you and can assist you in battle. While youâ€™re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</p>\n<h5 id=\"SwarmAppearanceTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Swarm Appearance</h5>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d4</th>\n<th>Appearance</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Swarming insects</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Miniature twig blights</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Fluttering birds</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Playful pixies</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</p>\n<ul>\n<li>The attackâ€™s target takes 1d6 piercing damage from the swarm.</li>\n<li>The attackâ€™s target must succeed on a [[/save str format=long]] against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</li>\n<li>You are moved by the swarm 5 feet horizontally in a direction of your choice.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.ItptHWD0BVjjtSMC]{Level 3: Swarmkeeper Magic}</b></p>\n<p><em>3rd-level Swarmkeeper feature </em></p>\n<p>You learn the mage hand cantrip if you donâ€™t already know it. When you cast it, the hand takes the form of your swarming &amp;Reference[nat]{nature} spirits.</p>\n<p>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesnâ€™t count against the number of ranger spells you know.</p>\n<h5 id=\"SwarmkeeperSpells\">Swarmkeeper Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>faerie fire, mage hand</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>web</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>gaseous form</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>arcane eye</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>insect plague</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Txp1utOJ8akO1xAa]{Level 7: Writhing Tide}</b></p>\n<p><em>7th-level Swarmkeeper feature </em></p>\n<p>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</p>\n<p>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.FD8q17moKA9yMU1u]{Level 11: Mighty Swarm}</b></p>\n<p><em>11th-level Swarmkeeper feature </em></p>\n<p>Your Gathered Swarm grows mightier in the following ways:</p>\n<ul>\n<li>The damage of Gathered Swarm increases to 1d8.</li>\n<li>If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</li>\n<li>When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</li>\n</ul>\n\n<p><b>@UUID[Compendium.dnd-beyond.beyond-classes.Item.Ip4UQVThdCrymzq0]{Level 15: Swarming Dispersal}</b></p>\n<p><em>15th-level Swarmkeeper feature </em></p>\n<p>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</p>\n<p>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n\n\n</div>","chat":""},"identifier":"swarmkeeper","source":{"book":"TCoE","page":"","license":"","custom":"","rules":"2024","revision":1},"classIdentifier":"ranger","spellcasting":{"progression":"none","preparation":{}}},"flags":{"ddbimporter":{"class":"Ranger","subclass":"Swarmkeeper (TCoE)","id":230123971,"classDefinitionId":2190882,"definitionId":2190952,"subclassDefinitionId":2190952,"type":"class","ddbImg":"https://www.dndbeyond.com/avatars/43940/841/638607458994233790.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","is2014":false,"is2024":true},"midi-qol":{"onUseMacroParts":{}}},"img":"icons/creatures/reptiles/dragon-horned-blue.webp","folder":"igPuQ6MRMeyvf92a","effects":[],"_stats":{"coreVersion":"14.361","systemId":"dnd5e","systemVersion":"5.3.3","createdTime":1778635486604,"modifiedTime":1778635486604,"lastModifiedBy":"27mevD1haearktUh","exportSource":null,"compendiumSource":null,"duplicateSource":null},"ownership":{"default":0,"27mevD1haearktUh":3},"sort":0}