'Class Features':{content: 'As a barbarian, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d12 per barbarian level', '**Hit Points at 1st Level:** 12 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st']}, Proficiencies:{content: ['**Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None', '**Saving Throws:** Strength, Constitution', '**Skills:** Choose two from Animal Handling, Athletics,', 'Intimidation, Nature, Perception, and Survival']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a greataxe or (*b*) any martial melee weapon', '(*a*) two handaxes or (*b*) any simple weapon', 'An explorer’s pack and four javelins']]}, 'The Barbarian':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Rage, Unarmored Defense', 'Reckless Attack, Danger Sense', 'Primal Path', 'Ability Score Improvement', 'Extra Attack, Fast Movement', 'Path feature', 'Feral Instinct', 'Ability Score Improvement', 'Brutal Critical (1 die)', 'Path feature', Relentless, 'Ability Score Improvement', 'Brutal Critical (2 dice)', 'Path feature', 'Persistent Rage', 'Ability Score Improvement', 'Brutal Critical (3 dice)', 'Indomitable Might', 'Ability Score Improvement', 'Primal Champion'], Rages: ['2', '2', '3', '3', '3', '4', '4', '4', '4', '4', '4', '5', '5', '5', '5', '5', '6', '6', '6', Unlimited], 'Rage Damage': ['+2', '+2', '+2', '+2', '+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+4']}}, Rage:{content: ['In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.', 'While raging, you gain the following benefits if you aren’t wearing heavy armor:', ['You have advantage on Strength checks and Strength saving throws.', 'When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.', 'You have resistance to bludgeoning, piercing, and slashing damage.'], 'If you are able to cast spells, you can’t cast them or concentrate on them while raging.', 'Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.', 'Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.']}, 'Unarmored Defense': 'While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.', 'Reckless Attack': 'Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.', 'Danger Sense':{content: ['At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.', 'You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.']}, 'Primal Path':'At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class descr
'Class Features':{content: 'As a bard, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d8 per bard level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st']}, Proficiencies:{content: ['**Armor:** Light armor', '**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords', '**Tools:** Three musical instruments of your choice', '**Saving Throws:** Dexterity, Charisma', '**Skills:** Choose any three']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon', '(*a*) a diplomat’s pack or (*b*) an entertainer’s pack', '(*a*) a lute or (*b*) any other musical instrument', 'Leather armor and a dagger']]}, 'The Bard':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficieny Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Spellcasting, Bardic Inspiration (d6)', 'Jack of All Trades, Song of Rest (d6)', 'Bard College, Expertise', 'Ability Score Improvement', 'Bardic Inspiration (d8), Font of Inspiration', 'Countercharm, Bard College Feature', '-', 'Ability Score Improvement', 'Song of Rest (d8)', 'Bardic Inspiration (d10), Expertise, Magical Secrets', '-', 'Ability Score Improvement', 'Song of Rest (d10)', 'Magical Secrets, Bard College Feature', 'Bardic Inspiration (d12)', 'Ability Score Improvement', 'Song of Rest (d12)', 'Magical Secrets', 'Ability Score Improvement', 'Superior Inspiration'], 'Spells Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 'Cantrips Known': ['4', '5', '6', '7', '8', '9', '10', '11', '12', '14', '15', '15', '16', '18', '19', '19', '20', '22', '22', '22'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Spellcasting:{content: ['You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music.', 'Your spells are part of your vast repertoire, magic that you can tune to different situations.'], Cantrips: 'You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.', 'Spell Slots':{content: ['The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.', 'For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot.']}, 'Spells Known of 1st Level and Higher':{content:['You know four 1st-level spells of your choice from the bard spell list.','The Spells Known column of the Bard table shows when you learn more bard spells of yo
'Class Features':{content: 'As a cleric, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d8 per cleric level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st']}, Proficiencies:{content: ['**Armor:** Light armor, medium armor, shields', '**Weapons:** Simple weapons', '**Tools:** None', '**Saving Throws:** Wisdom, Charisma', '**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a mace or (*b*) a warhammer (if proficient)', '(*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)', '(*a*) a light crossbow and 20 bolts or (*b*) any simple weapon', '(*a*) a priest’s pack or (*b*) an explorer’s pack', 'A shield and a holy symbol']]}, 'The Cleric':{content:['**Proficiency Cantrips** ̶**Spell Slots per Spell Level**̶',{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Spellcasting, Divine Domain', 'Channel Divinity (1/rest), Divine Domain Feature', '-', 'Ability Score Improvement', 'Destroy Undead (CR 1/2)', 'Channel Divinity (2/rest), Divine Domain Feature', '-', 'Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature', '-', 'Divine Intervention', 'Destroy Undead (CR 2)', 'Ability Score Improvement', '-', 'Destroy Undead (CR 3)', '-', 'Ability Score Improvement', 'Destroy Undead (CR 4), Divine Domain Feature', 'Channel Divinity (3/rest)', 'Ability Score Improvement', 'Divine Intervention improvement'], 'Cantrips Known': ['3', '3', '3', '4', '4', '4', '4', '4', '4', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}]}, Spellcasting:{content: 'As a conduit for divine power, you can cast cleric spells.', Cantrips: 'At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.', 'Preparing and Casting Spells':{content:['The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.','You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.','For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd leve
'Class Features':{content: 'As a druid, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d8 per druid level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st']}, Proficiencies:{content: ['**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', '**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears', '**Tools:** Herbalism kit', '**Saving Throws:** Intelligence, Wisdom', '**Skills:** Choose two from Arcana, Animal Handling,', 'Insight, Medicine, Nature, Perception, Religion, and Survival']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a wooden shield or (*b*) any simple weapon', '(*a*) a scimitar or (*b*) any simple melee weapon', 'Leather armor, an explorer’s pack, and a druidic focus']]}, 'The Druid':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Druidic, Spellcasting', 'Wild Shape, Druid Circle', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Timeless Body, Beast Spells', 'Ability Score Improvement', Archdruid], 'Cantrips Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Druidic: 'You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.', Spellcasting:{content: 'Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.', Cantrips: 'At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.', 'Preparing and Casting Spells':{content:['The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.','You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.']},'Spe
'Class Features':{content: 'As a fighter, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d10 per fighter level', '**Hit Points at 1st Level:** 10 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st']}, Proficiencies:{content: ['**Armor:** All armor, shields', '**Weapons:** Simple weapons, martial weapons', '**Tools:** None', '**Saving Throws:** Strength, Constitution', '**Skills:** Choose two skills from Acrobatics, Animal', 'Handling, Athletics, History, Insight, Intimidation, Perception, and Survival']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows', '(*a*) a martial weapon and a shield or (*b*) two martial weapons', '(*a*) a light crossbow and 20 bolts or (*b*) two handaxes', '(*a*) a dungeoneer’s pack or (*b*) an explorer’s pack']]}, 'The Fighter':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Fighting Style, Second Wind', 'Action Surge (one use)', 'Martial Archetype', 'Ability Score Improvement', 'Extra Attack', 'Ability Score Improvement', 'Martial Archetype Feature', 'Ability Score Improvement', 'Indomitable (one use)', 'Martial Archetype Feature', 'Extra Attack (2)', 'Ability Score Improvement', 'Indomitable (two uses)', 'Ability Score Improvement', 'Martial Archetype Feature', 'Ability Score Improvement', 'Action Surge (two uses), Indomitable (three uses)', 'Martial Archetype Feature', 'Ability Score Improvement', 'Extra Attack (3)']}}, 'Fighting Style':{content: 'You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.', Archery: 'You gain a +2 bonus to attack rolls you make with ranged weapons.', Defense: 'While you are wearing armor, you gain a +1 bonus to AC.', Dueling: 'When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.', 'Great Weapon Fighting': 'When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.', Protection: 'When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.', 'Two-Weapon Fighting': 'When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.'}, 'Second Wind': 'You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.', 'Action Surge':{content: ['Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.', 'Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.']}, 'Martial Archetype':'At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.','Abili
'Martial Archetypes':{content: 'Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.', Champion:{content: 'The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.', 'Improved Critical': 'Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.', 'Remarkable Athlete':{content: ['Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.', 'In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.']}, 'Additional Fighting Style': 'At 10th level, you can choose a second option from the Fighting Style class feature.', 'Superior Critical': 'Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.', Survivor:'At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.'}}
Monk:
'Class Features':{content: 'As a monk, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d8 per monk level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st']}, Proficiencies:{content: ['**Armor:** None', '**Weapons:** Simple weapons, shortswords', '**Tools:** Choose one type of artisan’s tools or one musical instrument', '**Saving Throws:** Strength, Dexterity', '**Skills:** Choose two from Acrobatics, Athletics,', 'History, Insight, Religion, and Stealth']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a shortsword or (*b*) any simple weapon', '(*a*) a dungeoneer’s pack or (*b*) an explorer’s pack', '10 darts']]}, 'The Monk':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], 'Martial Arts': [1d4, 1d4, 1d4, 1d4, 1d6, 1d6, 1d6, 1d6, 1d6, 1d6, 1d8, 1d8, 1d8, 1d8, 1d8, 1d8, 1d10, 1d10, 1d10, 1d10], 'Ki Points': [—, '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'], 'Unarmored Movement': ['-', '+10 ft.', '+10 ft.', '+10 ft.', '+10 ft.', '+15 ft.', '+15 ft.', '+15 ft.', '+15 ft.', '+20 ft.', '+20 ft.', '+20 ft.', '+20 ft.', '+25 ft.', '+25 ft.', '+25 ft.', '+25 ft.', '+30 ft.', '+30 ft.', '+30 ft.'], Features: ['Unarmored Defense, Martial Arts', 'Ki, Unarmored Movement', 'Monastic Tradition, Deflect Missiles', 'Ability Score Improvement, Slow Fall', 'Extra Attack, Stunning Strike', 'Ki-Empowered Strikes, Monastic Tradition Feature', 'Evasion, Stillness of Mind', 'Ability Score Improvement', 'Unarmored Movement improvement', 'Purity of Body', 'Monastic Tradition Feature', 'Ability Score Improvement', 'Tongue of the Sun and Moon', 'Diamond Soul', 'Timeless Body', 'Ability Score Improvement', 'Monastic Tradition Feature', 'Empty Body', 'Ability Score Improvement', 'Perfect Self']}}, 'Unarmored Defense': 'Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.', 'Martial Arts':{content: ['At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two- handed or heavy property.', 'You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:', ['You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.', 'You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.', 'When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.'], 'Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.']}, Ki:{content:['Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.','You can spend these points to fuel vari
'Monastic Traditions':{content: 'Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.', 'Way of the Open Hand':{content: 'Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.', 'Open Hand Technique':{content: ['Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:', ['It must succeed on a Dexterity saving throw or be knocked prone.', 'It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.', 'It can’t take reactions until the end of your next turn.']]}, 'Wholeness of Body': 'At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.', Tranquility: 'Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.', 'Quivering Palm':{content:['At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.','You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.']}}}
Paladin:
'Class Features':{content: 'As a paladin, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d10 per paladin level', '**Hit Points at 1st Level:** 10 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st']}, Proficiencies:{content: ['**Armor:** All armor, shields', '**Weapons:** Simple weapons, martial weapons', '**Tools:** None', '**Saving Throws:** Wisdom, Charisma', '**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a martial weapon and a shield or (*b*) two martial weapons', '(*a*) five javelins or (*b*) any simple melee weapon', '(*a*) a priest’s pack or (*b*) an explorer’s pack', 'Chain mail and a holy symbol']]}, 'The Paladin':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Divine Sense, Lay on Hands', 'Fighting Style, Spellcasting, Divine Smite', 'Divine Health, Sacred Oath', 'Ability Score Improvement', 'Extra Attack', 'Aura of Protection', 'Sacred Oath feature', 'Ability Score Improvement', '-', 'Aura of Courage', 'Improved Divine Smite', 'Ability Score Improvement', '-', 'Cleansing Touch', 'Sacred Oath feature', 'Ability Score Improvement', '-', 'Aura improvements', 'Ability Score Improvement', 'Sacred Oath feature'], 1st: ['-', '2', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '-', '-', '2', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '-', '-', '-', '-', '2', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '2', '2', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '2', '2']}}, 'Divine Sense':{content: ['The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire', 'Count Strahd von Zarovich, for instance). 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.', 'You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.']}, 'Lay on Hands':{content: ['Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.', 'As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.', 'Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.', 'This feature has no effect on undead and constructs.']}, 'Fighting Style':{content: 'At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.', Defense:'While you are wearing armor, you gain a +1 bonus to
'Sacred Oaths':{content: 'Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.', 'Oath of Devotion':{content: 'The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.', 'Tenets of Devotion':{content: ['Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.', '***Honesty.*** Don’t lie or cheat. Let your word be your promise.', '***Courage.*** Never fear to act, though caution is wise.', '***Compassion.*** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.', '***Honor.*** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.', '***Duty.*** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.']}, 'Oath Spells':{content: 'You gain oath spells at the paladin levels listed.', 'Oath of Devotion Spells':{table:{Level: [3rd, 5th, 9th, 13th, 17th], 'Paladin Spells': ['protection from evil and good, sanctuary', 'lesser restoration, zone of truth', 'beacon of hope, dispel magic', 'freedom of movement, guardian of faith', 'commune, flame strike']}}}, 'Channel Divinity':{content: ['When you take this oath at 3rd level, you gain the following two Channel Divinity options.', '***Sacred Weapon.*** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.', 'You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.', '***Turn the Unholy.*** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.', 'A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.']}, 'Aura of Devotion':{content: ['Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.', 'At 18th level, the range of this aura increases to 30 feet.']}, 'Purity of Spirit':'Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell
Ranger:
'Class Features':{content: 'As a ranger, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d10 per ranger level', '**Hit Points at 1st Level:** 10 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st']}, Proficiencies:{content: ['**Armor:** Light armor, medium armor, shields', '**Weapons:** Simple weapons, martial weapons', '**Tools:** None', '**Saving Throws:** Strength, Dexterity', '**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) scale mail or (*b*) leather armor', '(*a*) two shortswords or (*b*) two simple melee weapons', '(*a*) a dungeoneer’s pack or (*b*) an explorer’s pack', 'A longbow and a quiver of 20 arrows']]}, 'The Ranger':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Favored Enemy, Natural Explorer', 'Fighting Style, Spellcasting', 'Ranger Archetype, Primeval Awareness', 'Ability Score Improvement', 'Extra Attack', 'Favored Enemy and Natural Explorer improvements', 'Ranger Archetype feature', 'Ability Score Improvement, Land’s Stride', '-', 'Natural Explorer improvement, Hide in Plain Sight', 'Ranger Archetype feature', 'Ability Score Improvement', '-', 'Favored Enemy improvement, Vanish', 'Ranger Archetype feature', 'Ability Score Improvement', '-', 'Feral Senses', 'Ability Score Improvement', 'Foe Slayer'], 'Spells Known': ['-', '2', '3', '3', '4', '4', '5', '5', '6', '6', '7', '7', '8', '8', '9', '9', '10', '10', '11', '11'], 1st: ['-', '2', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '-', '-', '2', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '-', '-', '-', '-', '2', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '2', '2', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '2', '2']}}, 'Favored Enemy':{content: ['Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.', 'Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.', 'You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.', 'When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.', 'You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.']}, 'Natural Explorer':{content: ['You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain:arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.', 'While traveling for an hour or more in your favored terrain, you gain the following benefits:', ['Difficult terrain doesn’t slow your group’s travel.', 'Your group can’t become lost except by magical means.', 'Even when you are engaged in another activity while tr
'Ranger Archetypes':{content: 'The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.', Hunter:{content: 'Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.', 'Hunter’s Prey':{content: ['At 3rd level, you gain one of the following features of your choice.', '***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.', '***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.', '***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.']}, 'Defensive Tactics':{content: ['At 7th level, you gain one of the following features of your choice.', '***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.', '***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.', '***Steel Will.*** You have advantage on saving throws against being frightened.']}, Multiattack:{content: ['At 11th level, you gain one of the following features of your choice.', '***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.', '***Whirlwind Attack.*** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.']}, 'Superior Hunter’s Defense':{content:['At 15th level, you gain one of the following features of your choice.','***Evasion.*** When you are subjected to an effect, such as a red dragon’s fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.','***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.','***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.']}}}
Rogue:
'Class Features':{content: 'As a rogue, you have the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d8 per rogue level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st']}, Proficiencies:{content: ['**Armor:** Light armor', '**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords', '**Tools:** Thieves’ tools', '**Saving Throws:** Dexterity, Intelligence', '**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a rapier or (*b*) a shortsword', '(*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword', '(*a*) a burglar’s pack, (*b*) a dungeoneer’s pack, or (*c*) an explorer’s pack', '(*a*) Leather armor, two daggers, and thieves’ tools']]}, 'The Rogue':{content:[{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], 'Sneak Attack': [1d6, 1d6, 2d6, 2d6, 3d6, 3d6, 4d6, 4d6, 5d6, 5d6, 6d6, 6d6, 7d6, 7d6, 8d6, 8d6, 9d6, 9d6, 10d6, 10d6], Features: ['Expertise, Sneak Attack, Thieves’ Cant', 'Cunning Action', 'Roguish Archetype', 'Ability Score Improvement', 'Uncanny Dodge', Expertise, Evasion, 'Ability Score Improvement', 'Roguish Archetype feature', 'Ability Score Improvement', 'Reliable Talent', 'Ability Score Improvement', 'Roguish Archetype Feature', Blindsense, 'Slippery Mind', 'Ability Score Improvement', 'Roguish Archetype Feature', Elusive, 'Ability Score Improvement', 'Stroke of Luck']}}, '**Expertise**', 'At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.', 'At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.', '**Sneak Attack**', 'Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.', 'You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.', 'The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.']}, 'Thieves’ Cant':{content: ['During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.', 'In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.']}, 'Cunning Action': 'Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.', 'Roguish Archetype': 'At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description
'Roguish Archetypes':{content: 'Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.', Thief:{content: 'You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.', 'Fast Hands': 'Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.', 'Second-Story Work':{content: ['When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.', 'In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.']}, 'Supreme Sneak': 'Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.', 'Use Magic Device': 'By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.', 'Thief’s Reflexes':'When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.'}}
Sorcerer:
'Class Features':{content: 'As a sorcerer, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d6 per sorcerer level', '**Hit Points at 1st Level:** 6 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st']}, Proficiencies:{content: ['**Armor:** None', '**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows', '**Tools:** None', '**Saving Throws:** Constitution, Charisma', '**Skills:** Choose two from Arcana, Deception, Insight,', 'Intimidation, Persuasion, and Religion']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a light crossbow and 20 bolts or (*b*) any simple weapon', '(*a*) a component pouch or (*b*) an arcane focus', '(*a*) a dungeoneer’s pack or (*b*) an explorer’s pack', 'Two daggers']]}, 'The Sorcerer':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], 'Sorcery Points': ['-', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'], Features: ['Spellcasting, Sorcerous Origin', 'Font of Magic', Metamagic, 'Ability Score Improvement', '-', 'Sorcerous Origin Feature', '-', 'Ability Score Improvement', '-', Metamagic, '-', 'Ability Score Improvement', '-', 'Sorcerous Origin Feature', '-', 'Ability Score Improvement', Metamagic, 'Sorcerous Origin Feature', 'Ability Score Improvement', 'Sorcerous Restoration'], 'Cantrips Known': ['4', '4', '4', '5', '5', '5', '5', '5', '5', '6', '6', '6', '6', '6', '6', '6', '6', '6', '6', '6'], 'Spells Known': ['2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '12', '13', '13', '14', '14', '15', '15', '15', '15'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Spellcasting:{content: 'An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.', Cantrips: 'At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.', 'Spell Slots':{content: ['The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.', 'For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.']}, 'Spells Known of 1st Level and Higher':{content:['You know two 1st-level spells of your choice from the sorcerer spell list.','The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spe
'Sorcerous Origins':{content: 'Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.', 'Draconic Bloodline':{content: 'Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.', 'Dragon Ancestor':{content: 'At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.', 'Draconic Ancestry':{content:[{table:{Dragon: [Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White], 'Damage Type': [Acid, Lightning, Fire, Lightning, Acid, Fire, Poison, Fire, Cold, Cold]}}, 'You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.']}}, 'Draconic Resilience':{content: ['As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.', 'Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.']}, 'Elemental Affinity': 'Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.', 'Dragon Wings':{content: ['At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.', 'You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.']}, 'Draconic Presence':'Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.'}}
Warlock:
'Class Features':{content: 'As a warlock, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d8 per warlock level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st']}, Proficiencies:{content: ['**Armor:** Light armor', '**Weapons:** Simple weapons', '**Tools:** None', '**Saving Throws:** Wisdom, Charisma', '**Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['*(a)* a light crossbow and 20 bolts or (*b*) any simple weapon', '*(a)* a component pouch or (*b*) an arcane focus', '*(a)* a scholar’s pack or (*b*) a dungeoneer’s pack', 'Leather armor, any simple weapon, and two daggers']]}, 'The Warlock':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Otherworldly Patron, Pact Magic', 'Eldritch Invocations', 'Pact Boon', 'Ability Score Improvement', '-', 'Otherworldly Patron feature', '-', 'Ability Score Improvement', '-', 'Otherworldly Patron feature', 'Mystic Arcanum (6th level)', 'Ability Score Improvement', 'Mystic Arcanum (7th level)', 'Otherworldly Patron feature', 'Mystic Arcanum (8th level)', 'Ability Score Improvement', 'Mystic Arcanum (9th level)', '-', 'Ability Score Improvement', 'Eldritch Master'], 'Cantrips Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 'Spells Known': ['2', '3', '4', '5', '6', '7', '8', '9', '10', '10', '11', '11', '12', '12', '13', '13', '14', '14', '15', '15'], 'Spell Slots': ['1', '2', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4'], 'Slot Level': [1st, 1st, 2nd, 2nd, 3rd, 3rd, 4th, 4th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th, 5th], 'Invocations Known': ['-', '2', '2', '2', '3', '3', '4', '4', '5', '5', '5', '6', '6', '6', '7', '7', '7', '8', '8', '8']}}, 'Otherworldly Patron': 'At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.', 'Pact Magic':{content: 'Your arcane research and the magic bestowed on you by your patron have given you facility with spells.', Cantrips: 'You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.', 'Spell Slots':{content: ['The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.', 'For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *thunderwave*, you must spend one of those slots, and you cast it as a 3rd-level spell.']}, 'Spells Known of 1st Level and Higher':{content:['At 1st level, you know two 1st-level spells of your choice from the warlock spell list.','The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.','Additionally, when you gain a level in this class, you can choose one of the warlock spells you know a
'Eldritch Invocations':{content: 'If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.', 'Agonizing Blast':{content: ['*Prerequisite:* eldritch blast *cantrip*', 'When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit.']}, 'Armor of Shadows': 'You can cast *mage armor* on yourself at will, without expending a spell slot or material components.', 'Ascendant Step':{content: ['*Prerequisite: 9th level*', 'You can cast *levitate* on yourself at will, without expending a spell slot or material components.']}, 'Beast Speech': 'You can cast *speak with animals* at will, without expending a spell slot.', 'Beguiling Influence': 'You gain proficiency in the Deception and Persuasion skills.', 'Bewitching Whispers':{content: ['*Prerequisite: 7th level*', 'You can cast *compulsion* once using a warlock spell slot. You can’t do so again until you finish a long rest.']}, 'Book of Ancient Secrets':{content: ['*Prerequisite: Pact of the Tome feature*', 'You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.', 'On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.']}, 'Chains of Carceri':{content: ['*Prerequisite: 15th level, Pact of the Chain feature*', 'You can cast *hold monster* at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.']}, 'Devil’s Sight': 'You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.', 'Dreadful Word':{content: ['*Prerequisite: 7th level*', 'You can cast *confusion* once using a warlock spell slot. You can’t do so again until you finish a long rest.']}, 'Eldritch Sight': 'You can cast *detect magic* at will, without expending a spell slot.', 'Eldritch Spear':{content: ['*Prerequisite:* eldritch blast *cantrip*', 'When you cast *eldritch blast*, its range is 300 feet.']}, 'Eyes of the Rune Keeper': 'You can read all writing.', 'Fiendish Vigor': 'You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components.', 'Gaze of Two Minds': 'You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.', Lifedrinker:{content: ['*Prerequisite: 12th level, Pact of the Blade feature*', 'When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).']}, 'Mask of Many Faces': 'You can cast *disguise self* at will, without expending a spell slot.', 'Master of Myriad Forms':{content: ['*Prerequisite:15th level*', 'You can cast *alter self* at will, without expending a spell slot.']}, '
'Otherworldly Patrons':{content: ['The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.', 'Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.'], 'The Fiend':{content: 'You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.', 'Expanded Spell List':{content: 'The Fiend 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.', 'Fiend Expanded Spells':{table:{'Spell Level': [1st, 2nd, 3rd, 4th, 5th], Spells: ['burning hands, command', 'blindness/deafness, scorching ray', 'fireball, stinking cloud', 'fire shield, wall of fire', 'flame strike, hallow']}}}, 'Dark One’s Blessing': 'Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).', 'Dark One’s Own Luck':{content: ['Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.', 'Once you use this feature, you can’t use it again until you finish a short or long rest.']}, 'Fiendish Resilience': 'Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.', 'Hurl Through Hell':{content: ['Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.', 'At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.', 'Once you use this feature, you can’t use it again until you finish a long rest.']}}, 'Your Pact Boon':{content:['Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.','***Pact of the Chain.*** Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it.','***Pact of the Blade.*** If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.','***Pact of the Tome.*** Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon
Wizard:
'Class Features':{content: 'As a wizard, you gain the following class features.', 'Hit Points':{content: ['**Hit Dice:** 1d6 per wizard level', '**Hit Points at 1st Level:** 6 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st']}, Proficiencies:{content: ['**Armor:** None', '**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows', '**Tools:** None', '**Saving Throws:** Intelligence, Wisdom', '**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion']}, Equipment:{content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['*(a)* a quarterstaff or (*b*) a dagger', '*(a)* a component pouch or (*b*) an arcane focus', '*(a)* a scholar’s pack or (*b*) an explorer’s pack', 'A spellbook']]}, 'The Wizard':{table:{Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Spellcasting, Arcane Recovery', 'Arcane Tradition', '-', 'Ability Score Improvement', '-', 'Arcane Tradition Feature', '-', 'Ability Score Improvement', '-', 'Arcane Tradition Feature', '-', 'Ability Score Improvement', '-', 'Arcane Tradition Feature', '-', 'Ability Score Improvement', '-', 'Spell Mastery', 'Ability Score Improvement', 'Signature Spell'], 'Cantrips Known': ['3', '3', '3', '4', '4', '4', '4', '4', '4', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Spellcasting:{content: 'As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.', Cantrips: 'At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.', Spellbook: 'At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.', 'Preparing and Casting Spells':{content:['The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.','You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.','For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *magic missile
'Arcane Traditions':{content: ['The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.', 'The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.'], 'School of Evocation':{content: 'You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.', 'Evocation Savant': 'Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.', 'Sculpt Spells': 'Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.', 'Potent Cantrip': 'Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.', 'Empowered Evocation': 'Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.', Overchannel:{content: ['Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.', 'The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.']}}, 'Your Spellbook':{content:['The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.','***Copying a Spell into the Book.*** When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.','Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.','For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents mat