mirror of
https://github.com/Obsidian-TTRPG-Community/dnd5e-markdown.git
synced 2025-07-13 10:02:00 -04:00
Initial Commit of 5e Data
Signed-off-by: Sigrunixia <Scholarlysigrun@icloud.com>
This commit is contained in:
parent
50691a5f88
commit
704166a4af
1807 changed files with 73364 additions and 4 deletions
36
compendium/classes/barbarian-path-of-the-berserker.md
Normal file
36
compendium/classes/barbarian-path-of-the-berserker.md
Normal file
|
@ -0,0 +1,36 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/barbarian/berserker
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Path of the Berserker"]
|
||||
---
|
||||
# Path of the Berserker
|
||||
*[Barbarian](barbarian.md): Primal Path*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Path of the Berserker (Level 3)
|
||||
|
||||
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
|
||||
|
||||
### Frenzy (Level 3)
|
||||
|
||||
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of [exhaustion](rules/conditions.md#exhaustion).
|
||||
|
||||
### Mindless Rage (Level 6)
|
||||
|
||||
Beginning at 6th level, you can't be [charmed](rules/conditions.md#charmed) or [frightened](rules/conditions.md#frightened) while raging. If you are [charmed](rules/conditions.md#charmed) or [frightened](rules/conditions.md#frightened) when you enter your rage, the effect is suspended for the duration of the rage.
|
||||
|
||||
### Intimidating Presence (Level 10)
|
||||
|
||||
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be [frightened](rules/conditions.md#frightened) of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the [frightened](rules/conditions.md#frightened) creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
|
||||
|
||||
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
|
||||
|
||||
### Retaliation (Level 14)
|
||||
|
||||
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
|
331
compendium/classes/barbarian.md
Normal file
331
compendium/classes/barbarian.md
Normal file
|
@ -0,0 +1,331 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/barbarian
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Barbarian"]
|
||||
---
|
||||
# Barbarian
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Rage](#Rage%20(Level%201)), [Unarmored Defense](#Unarmored%20Defense%20(Level%201)) |
|
||||
> | 2nd | +2 | [Danger Sense](#Danger%20Sense%20(Level%202)), [Reckless Attack](#Reckless%20Attack%20(Level%202)) |
|
||||
> | 3rd | +2 | [Primal Path](#Primal%20Path%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | [Extra Attack](#Extra%20Attack%20(Level%205)), [Fast Movement](#Fast%20Movement%20(Level%205)) |
|
||||
> | 6th | +3 | [Path Feature](#Path%20Feature%20(Level%206)) |
|
||||
> | 7th | +3 | [Feral Instinct](#Feral%20Instinct%20(Level%207)) |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | [Brutal Critical (1 die)](#Brutal%20Critical%20(1%20die)%20(Level%209)) |
|
||||
> | 10th | +4 | [Path feature](#Path%20feature%20(Level%2010)) |
|
||||
> | 11th | +4 | [Relentless Rage](#Relentless%20Rage%20(Level%2011)) |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | [Brutal Critical (2 dice)](#Brutal%20Critical%20(2%20dice)%20(Level%2013)) |
|
||||
> | 14th | +5 | [Path feature](#Path%20feature%20(Level%2014)) |
|
||||
> | 15th | +5 | [Persistent Rage](#Persistent%20Rage%20(Level%2015)) |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | [Brutal Critical (3 dice)](#Brutal%20Critical%20(3%20dice)%20(Level%2017)) |
|
||||
> | 18th | +6 | [Indomitable Might](#Indomitable%20Might%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Primal Champion](#Primal%20Champion%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Rages | Rage Damage |
|
||||
> |-------|-------|-------------|
|
||||
> | 1st | 2 | +2 |
|
||||
> | 2nd | 2 | +2 |
|
||||
> | 3rd | 3 | +2 |
|
||||
> | 4th | 3 | +2 |
|
||||
> | 5th | 3 | +2 |
|
||||
> | 6th | 4 | +2 |
|
||||
> | 7th | 4 | +2 |
|
||||
> | 8th | 4 | +2 |
|
||||
> | 9th | 4 | +3 |
|
||||
> | 10th | 4 | +3 |
|
||||
> | 11th | 4 | +3 |
|
||||
> | 12th | 5 | +3 |
|
||||
> | 13th | 5 | +3 |
|
||||
> | 14th | 5 | +3 |
|
||||
> | 15th | 5 | +3 |
|
||||
> | 16th | 5 | +4 |
|
||||
> | 17th | 6 | +4 |
|
||||
> | 18th | 6 | +4 |
|
||||
> | 19th | 6 | +4 |
|
||||
> | 20th | Unlimited | +4 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d12 per Barbarian level
|
||||
- **Hit Points at First Level:** 12 + CON
|
||||
- **Hit Points at Higher Levels:** add 6 OR 1d12 + CON (minimum of 1)
|
||||
|
||||
## Starting Barbarian
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Strength, Constitution
|
||||
- **Armor**: light, medium, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple, martial
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 2 from *Animal Handling*, *Athletics*, *Intimidation*, *Nature*, *Perception*, *Survival*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a [greataxe](compendium/items/greataxe.md) or (b) any martial melee weapon
|
||||
- (a) two [handaxes](compendium/items/handaxe.md) or (b) any simple weapon
|
||||
- An [explorer's pack](compendium/items/explorers-pack.md), and four [javelins](compendium/items/javelin.md)
|
||||
|
||||
Alternatively, you may start with 2d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Barbarian
|
||||
|
||||
To multiclass as a Barbarian, you must meet the following prerequisites:
|
||||
|
||||
- Strength 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple, martial
|
||||
- **Tools**: none
|
||||
|
||||
## Barbarian
|
||||
|
||||
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.
|
||||
|
||||
A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
|
||||
|
||||
Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.
|
||||
|
||||
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
|
||||
|
||||
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
|
||||
|
||||
### Primal Instinct
|
||||
|
||||
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
|
||||
|
||||
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
|
||||
|
||||
### A Life of Danger
|
||||
|
||||
Not every member of the tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.
|
||||
|
||||
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
|
||||
|
||||
### Creating a Barbarian
|
||||
|
||||
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
|
||||
|
||||
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.
|
||||
|
||||
> [!quote]- A quote from Seret, archwizard
|
||||
>
|
||||
> I have witnessed the indomitable performance of barbarians on the field of battle, and it makes me wonder what force lies at the heart of their rage.
|
||||
|
||||
The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.
|
||||
|
||||
It can be tempting to play a barbarian character that is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.
|
||||
|
||||
## Personal Totems
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life—perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.
|
||||
|
||||
A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.
|
||||
|
||||
Consider creating one or more personal totems for your character—objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.
|
||||
|
||||
**Personal Totems**
|
||||
|
||||
| dice: d6 | Totem |
|
||||
|----------|-------|
|
||||
| 1 | A tuft of fur from a solitary wolf that you befriended during a hunt |
|
||||
| 2 | Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate |
|
||||
| 3 | A necklace made from the claws of a young cave bear that you slew singlehandedly as a child |
|
||||
| 4 | A small leather pouch holding three stones that represent your ancestors |
|
||||
| 5 | A few small bones from the first beast you killed, tied together with colored wool |
|
||||
| 6 | An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch |
|
||||
^personal-totems
|
||||
|
||||
## Tattoos
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.
|
||||
|
||||
Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?
|
||||
|
||||
**Tattoos**
|
||||
|
||||
| dice: d6 | Tattoo |
|
||||
|----------|--------|
|
||||
| 1 | The wings of an eagle are spread wide across your upper back. |
|
||||
| 2 | Etched on the backs of your hands are the paws of a cave bear. |
|
||||
| 3 | The symbols of your clan are displayed in viny patterns along your arms. |
|
||||
| 4 | The antlers of an elk are inked across your back. |
|
||||
| 5 | Images of your spirit animal are tattooed along your weapon arm and hand. |
|
||||
| 6 | The eyes of a wolf are marked on your back to help you see and ward off evil spirits. |
|
||||
^tattoos
|
||||
|
||||
## Superstitions
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.
|
||||
|
||||
Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.
|
||||
|
||||
Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.
|
||||
|
||||
If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?
|
||||
|
||||
**Superstition**
|
||||
|
||||
| dice: d6 | Superstition |
|
||||
|----------|--------------|
|
||||
| 1 | If you disturb the bones of the dead, you inherit all the troubles that plagued them in life. |
|
||||
| 2 | Never trust a wizard. They're all devils in disguise, especially the friendly ones. |
|
||||
| 3 | Dwarves have lost their spirits, and are almost like the undead. That's why they live underground. |
|
||||
| 4 | Magical things bring trouble. Never sleep with a magic object within ten feet of you. |
|
||||
| 5 | When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. |
|
||||
| 6 | If an elf looks you in the eyes, she's trying to read your thoughts. |
|
||||
^superstition
|
||||
|
||||
## Class Features
|
||||
|
||||
### Rage (Level 1)
|
||||
|
||||
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 +2 bonus to the damage roll. This bonus increases as you level.
|
||||
- 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](rules/conditions.md#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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
|
||||
|
||||
### Unarmored Defense (Level 1)
|
||||
|
||||
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.
|
||||
|
||||
### Danger Sense (Level 2)
|
||||
|
||||
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](rules/conditions.md#blinded), [deafened](rules/conditions.md#deafened), or [incapacitated](rules/conditions.md#incapacitated).
|
||||
|
||||
### Reckless Attack (Level 2)
|
||||
|
||||
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.
|
||||
|
||||
### Primal Path (Level 3)
|
||||
|
||||
At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Extra Attack (Level 5)
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the [Attack](rules/actions.md#Attack) action on your turn.
|
||||
|
||||
### Fast Movement (Level 5)
|
||||
|
||||
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
|
||||
|
||||
### Path Feature (Level 6)
|
||||
|
||||
At 6th level, you gain a feature from your Primal Path.
|
||||
|
||||
### Feral Instinct (Level 7)
|
||||
|
||||
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
|
||||
|
||||
Additionally, if you are surprised at the beginning of combat and aren't [incapacitated](rules/conditions.md#incapacitated), you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Brutal Critical (1 die) (Level 9)
|
||||
|
||||
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
|
||||
|
||||
This increases to two additional dice at 13th level and three additional dice at 17th level.
|
||||
|
||||
### Path feature (Level 10)
|
||||
|
||||
At 10th level, you gain a feature from your Primal Path.
|
||||
|
||||
### Relentless Rage (Level 11)
|
||||
|
||||
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
|
||||
|
||||
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Brutal Critical (2 dice) (Level 13)
|
||||
|
||||
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
|
||||
|
||||
This increases to three additional dice at 17th level.
|
||||
|
||||
### Path feature (Level 14)
|
||||
|
||||
At 14th level, you gain a feature from your Primal Path.
|
||||
|
||||
### Persistent Rage (Level 15)
|
||||
|
||||
Beginning at 15th level, your rage is so fierce that it ends early only if you fall [unconscious](rules/conditions.md#unconscious) or if you choose to end it.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Brutal Critical (3 dice) (Level 17)
|
||||
|
||||
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
|
||||
|
||||
### Indomitable Might (Level 18)
|
||||
|
||||
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Primal Champion (Level 20)
|
||||
|
||||
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
|
38
compendium/classes/bard-college-of-lore.md
Normal file
38
compendium/classes/bard-college-of-lore.md
Normal file
|
@ -0,0 +1,38 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/bard/lore
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["College of Lore"]
|
||||
---
|
||||
# College of Lore
|
||||
*[Bard](bard.md): Bard College*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### College of Lore (Level 3)
|
||||
|
||||
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
|
||||
|
||||
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
|
||||
|
||||
The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
|
||||
|
||||
### Bonus Proficiencies (Level 3)
|
||||
|
||||
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
|
||||
|
||||
### Cutting Words (Level 3)
|
||||
|
||||
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being [charmed](rules/conditions.md#charmed).
|
||||
|
||||
### Additional Magical Secrets (Level 6)
|
||||
|
||||
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
|
||||
|
||||
### Peerless Skill (Level 14)
|
||||
|
||||
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
|
399
compendium/classes/bard.md
Normal file
399
compendium/classes/bard.md
Normal file
|
@ -0,0 +1,399 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/bard
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Bard"]
|
||||
---
|
||||
# Bard
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Bardic Inspiration](#Bardic%20Inspiration%20(Level%201)), [Spellcasting](#Spellcasting%20(Level%201)) |
|
||||
> | 2nd | +2 | [Jack of All Trades](#Jack%20of%20All%20Trades%20(Level%202)), [Song of Rest (d6)](#Song%20of%20Rest%20(d6)%20(Level%202)) |
|
||||
> | 3rd | +2 | [Bard College](#Bard%20College%20(Level%203)), [Expertise](#Expertise%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | [Bardic Inspiration (d8)](#Bardic%20Inspiration%20(d8)%20(Level%205)), [Font of Inspiration](#Font%20of%20Inspiration%20(Level%205)) |
|
||||
> | 6th | +3 | [Countercharm](#Countercharm%20(Level%206)), [Bard College feature](#Bard%20College%20feature%20(Level%206)) |
|
||||
> | 7th | +3 | ⏤ |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | [Song of Rest (d8)](#Song%20of%20Rest%20(d8)%20(Level%209)) |
|
||||
> | 10th | +4 | [Bardic Inspiration (d10)](#Bardic%20Inspiration%20(d10)%20(Level%2010)), [Expertise](#Expertise%20(Level%2010)), [Magical Secrets](#Magical%20Secrets%20(Level%2010)) |
|
||||
> | 11th | +4 | ⏤ |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | [Song of Rest (d10)](#Song%20of%20Rest%20(d10)%20(Level%2013)) |
|
||||
> | 14th | +5 | [Magical Secrets](#Magical%20Secrets%20(Level%2014)), [Bard College feature](#Bard%20College%20feature%20(Level%2014)) |
|
||||
> | 15th | +5 | [Bardic Inspiration (d12)](#Bardic%20Inspiration%20(d12)%20(Level%2015)) |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | [Song of Rest (d12)](#Song%20of%20Rest%20(d12)%20(Level%2017)) |
|
||||
> | 18th | +6 | [Magical Secrets](#Magical%20Secrets%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Superior Inspiration](#Superior%20Inspiration%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
> |-------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
> | 1st | 2 | 4 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 2nd | 2 | 5 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 3rd | 2 | 6 | 4 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 4th | 3 | 7 | 4 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 5th | 3 | 8 | 4 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 6th | 3 | 9 | 4 | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 7th | 3 | 10 | 4 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 8th | 3 | 11 | 4 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 9th | 3 | 12 | 4 | 3 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 10th | 4 | 14 | 4 | 3 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 11th | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 12th | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 13th | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 14th | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 15th | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 16th | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 17th | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
> | 18th | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
> | 19th | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
> | 20th | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d8 per Bard level
|
||||
- **Hit Points at First Level:** 8 + CON
|
||||
- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
|
||||
|
||||
## Starting Bard
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Dexterity, Charisma
|
||||
- **Armor**: light
|
||||
- **Weapons**: simple, [hand crossbows](compendium/items/hand-crossbow.md), [longswords](compendium/items/longsword.md), [rapiers](compendium/items/rapier.md), [shortswords](compendium/items/shortsword.md)
|
||||
- **Tools**: three musical instruments of your choice
|
||||
- **Skills**: Choose 3 from *Acrobatics*, *Animal Handling*, *Arcana*, *Athletics*, *Deception*, *History*, *Insight*, *Intimidation*, *Investigation*, *Medicine*, *Nature*, *Perception*, *Performance*, *Persuasion*, *Religion*, *Sleight of Hand*, *Stealth*, *Survival*, *Spellcasting*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a [rapier](compendium/items/rapier.md), (b) a [longsword](compendium/items/longsword.md), or (c) any simple weapon
|
||||
- (a) a [diplomat's pack](compendium/items/diplomats-pack.md) or (b) an [entertainer's pack](compendium/items/entertainers-pack.md)
|
||||
- (a) a [lute](compendium/items/lute.md) or (b) any other musical instrument
|
||||
- [Leather armor](compendium/items/leather-armor.md), and a [dagger](compendium/items/dagger.md)
|
||||
|
||||
Alternatively, you may start with 5d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Bard
|
||||
|
||||
To multiclass as a Bard, you must meet the following prerequisites:
|
||||
|
||||
- Charisma 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: light
|
||||
- **Weapons**: none
|
||||
- **Tools**: one musical instrument of your choice
|
||||
- **Skills**: Choose 1 from *Acrobatics*, *Animal Handling*, *Arcana*, *Athletics*, *Deception*, *History*, *Insight*, *Intimidation*, *Investigation*, *Medicine*, *Nature*, *Perception*, *Performance*, *Persuasion*, *Religion*, *Sleight of Hand*, *Stealth*, *Survival*
|
||||
|
||||
## Bard
|
||||
|
||||
Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.
|
||||
|
||||
A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.
|
||||
|
||||
Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions' words will be well received.
|
||||
|
||||
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
|
||||
|
||||
### Music and Magic
|
||||
|
||||
In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
|
||||
|
||||
The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.
|
||||
|
||||
### Learning from Experience
|
||||
|
||||
True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.
|
||||
|
||||
Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.
|
||||
|
||||
### Creating a Bard
|
||||
|
||||
Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.
|
||||
|
||||
Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the [dancing lights](compendium/spells/dancing-lights.md) and [vicious mockery](compendium/spells/vicious-mockery.md) cantrips, along with the following 1st-level spells: [charm person](compendium/spells/charm-person.md), [detect magic](compendium/spells/detect-magic.md), [healing word](compendium/spells/healing-word.md), and [thunderwave](compendium/spells/thunderwave.md).
|
||||
|
||||
> [!quote]- A quote from Fletcher Danairia, master bard
|
||||
>
|
||||
> Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power? Ah, then what manner of music they would bring to this world!
|
||||
|
||||
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history, to survive even when no written record remains.
|
||||
|
||||
It is also the bard's role to chronicle smaller and more contemporary events—the stories of today's heroes, including their feats of valor as well as their less than impressive failures.
|
||||
|
||||
Of course, the world has many people who can carry a tune or tell a good story, and there's much more to any adventuring bard than a glib tongue and a melodious voice. Yet what truly sets bards apart from others—and from one another—are the style and substance of their performances.
|
||||
|
||||
To grab and hold the attention of an audience, bards are typically flamboyant and outgoing when they perform. The most famous of them are essentially the D&D world's equivalent of pop stars. If you're playing a bard, consider using one of your favorite musicians as a role model for your character.
|
||||
|
||||
You can add some unique aspects to your bard character by considering the suggestions that follow.
|
||||
|
||||
## Defining Work
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those who view them, and some spectators have had their lives forever changed because of the experience.
|
||||
|
||||
If your character is just starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers.
|
||||
|
||||
**Defining Work**
|
||||
|
||||
| dice: d6 | Defining Work |
|
||||
|----------|---------------|
|
||||
| 1 | "The Three Flambinis," a ribald song concerning mistaken identities and unfettered desire |
|
||||
| 2 | "Waltz of the Myconids," an upbeat tune that children in particular enjoy |
|
||||
| 3 | "Asmodeus's Golden Arse," a dramatic poem you claim was inspired by your personal visit to Avernus |
|
||||
| 4 | "The Pirates of Luskan," your firsthand account of being kidnapped by sea reavers as a child |
|
||||
| 5 | "A Hoop, Two Pigeons, and a Hell Hound," a subtle parody of an incompetent noble |
|
||||
| 6 | "A Fool in the Abyss," a comedic poem about a jester's travels among demons |
|
||||
^defining-work
|
||||
|
||||
## Instrument
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
In a bard's quest for the ultimate performance and the highest acclaim, one's instrument is at least as important as one's vocal ability. The instrument's quality of manufacture is a critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument's own entertainment value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience.
|
||||
|
||||
You might have an "off the rack" instrument, perhaps because it's all you can afford right now. Or, if your first instrument was gifted to you, it might be of a more elaborate sort. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive?
|
||||
|
||||
**Instrument**
|
||||
|
||||
| dice: d6 | Instrument |
|
||||
|----------|------------|
|
||||
| 1 | A masterfully crafted halfling fiddle |
|
||||
| 2 | A mithral [horn](compendium/items/horn.md) made by elves |
|
||||
| 3 | A zither made with drow spider silk |
|
||||
| 4 | An orcish [drum](compendium/items/drum.md) |
|
||||
| 5 | A wooden bullywug croak box |
|
||||
| 6 | A tinker's harp of gnomish design |
|
||||
^instrument
|
||||
|
||||
## Embarrassment
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Almost every bard has suffered at least one bad experience in front of an audience, and chances are you're no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your career, or maybe it took you a while to restore your reputation after one agonizing night when the fates conspired to bring about your theatrical ruin.
|
||||
|
||||
The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it—either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that's guaranteed to please.
|
||||
|
||||
**Embarrassment**
|
||||
|
||||
| dice: d6 | Embarrassment |
|
||||
|----------|---------------|
|
||||
| 1 | The time when your comedic song, "Big Tom's Hijinks"—which, by the way, you thought was brilliant—did not go over well with Big Tom |
|
||||
| 2 | The matinee performance when a circus's owlbear got loose and terrorized the crowd |
|
||||
| 3 | When your opening song was your enthusiastic but universally hated rendition of "Song of the Froghemoth" |
|
||||
| 4 | The first and last public performance of "Mirt, Man about Town" |
|
||||
| 5 | The time on stage when your wig caught fire and you threw it down—which set fire to the stage |
|
||||
| 6 | When you sat on your [lute](compendium/items/lute.md) by mistake during the final stanza of "Starlight Serenade" |
|
||||
^embarrassment
|
||||
|
||||
## A Bard's Muse
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse—a particular concept that inspires much of what those bards do in front of an audience.
|
||||
|
||||
A bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance.
|
||||
|
||||
If your bard character has a muse, it could be one of the three described here, or one of your own devising.
|
||||
|
||||
### Nature
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
You feel a kinship with the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every kingdom rise and fall, even those whose names have been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, opening their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks.
|
||||
|
||||
### Love
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
You are on a quest to identify the essence of true love. Though you do not disdain the superficial love of flesh and form, the deeper form of love that can inspire thousands or bring joy to one's every moment is what you are interested in. Love of this sort takes on many forms, and you can see its presence everywhere—from the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail of love, that most precious and mysterious of emotions, and your search fills your stories and your songs with vitality and passion.
|
||||
|
||||
### Conflict
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Drama embodies conflict, and the best stories have conflict as a key element. From the morning-after tale of a tavern brawl to the saga of an epic battle, from a lover's spat to a rift between powerful dynasties, conflict is what inspires tale-tellers like you to create your best work. Conflict can bring out the best in some people, causing their heroic nature to shine forth and transform the world, but it can cause others to gravitate toward darkness and fall under the sway of evil. You strive to experience or witness all forms of conflict, great and small, so as to study this eternal aspect of life and immortalize it in your words and music.
|
||||
|
||||
## Class Features
|
||||
|
||||
### Bardic Inspiration (Level 1)
|
||||
|
||||
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a `d6`.
|
||||
|
||||
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the `d20` before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
|
||||
|
||||
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
|
||||
|
||||
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a `d8` at 5th level, a `d10` at 10th level, and a `d12` at 15th level.
|
||||
|
||||
### Spellcasting (Level 1)
|
||||
|
||||
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. See "chapter 10" for the general rules of spellcasting and "chapter 11" for the bard spell list.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
|
||||
|
||||
#### Spell Slots
|
||||
|
||||
The Bard table shows how many spell slots you have to cast your bard 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](compendium/spells/cure-wounds.md) and have a 1st-level and a 2nd-level spell slot available, you can cast [cure wounds](compendium/spells/cure-wounds.md) using either slot.
|
||||
|
||||
#### Spells Known of 1st Level and Higher
|
||||
|
||||
You know four 1st-level spells of your choice from the bard spell list.
|
||||
|
||||
You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Charisma modifier
|
||||
|
||||
**Spell attack modifier**: your proficiency bonus + your Charisma modifier
|
||||
|
||||
#### Ritual Casting
|
||||
|
||||
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use a musical instrument as a spellcasting focus for your bard spells.
|
||||
|
||||
### Jack of All Trades (Level 2)
|
||||
|
||||
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
|
||||
|
||||
### Song of Rest (d6) (Level 2)
|
||||
|
||||
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra `1d6` hit points.
|
||||
|
||||
The extra hit points increase when you reach certain levels in this class: to `1d8` at 9th level, to `1d10` at 13th level, and to `1d12` at 17th level.
|
||||
|
||||
### Bard College (Level 3)
|
||||
|
||||
At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.
|
||||
|
||||
### Expertise (Level 3)
|
||||
|
||||
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
|
||||
|
||||
At 10th level, you can choose another two skill proficiencies to gain this benefit.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Bardic Inspiration (d8) (Level 5)
|
||||
|
||||
At 5th level, your Bardic Inspiration die changes to a `d8`.
|
||||
|
||||
### Font of Inspiration (Level 5)
|
||||
|
||||
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
|
||||
|
||||
### Countercharm (Level 6)
|
||||
|
||||
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being [frightened](rules/conditions.md#frightened) or [charmed](rules/conditions.md#charmed). A creature must be able to hear you to gain this benefit. The performance ends early if you are [incapacitated](rules/conditions.md#incapacitated) or silenced or if you voluntarily end it (no action required).
|
||||
|
||||
### Bard College feature (Level 6)
|
||||
|
||||
At 6th level, you gain a feature from your Bard College.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Song of Rest (d8) (Level 9)
|
||||
|
||||
At 9th level, the extra hit points gained from Song of Rest increases to `1d8`.
|
||||
|
||||
### Bardic Inspiration (d10) (Level 10)
|
||||
|
||||
At 10th level, your Bardic Inspiration die changes to a `d10`.
|
||||
|
||||
### Expertise (Level 10)
|
||||
|
||||
At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
|
||||
|
||||
### Magical Secrets (Level 10)
|
||||
|
||||
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
|
||||
|
||||
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
|
||||
|
||||
You learn two additional spells from any classes at 14th level and again at 18th level.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Song of Rest (d10) (Level 13)
|
||||
|
||||
At 13th level, the extra hit points gained from Song of Rest increases to `1d10`.
|
||||
|
||||
### Magical Secrets (Level 14)
|
||||
|
||||
At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
|
||||
|
||||
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
|
||||
|
||||
### Bard College feature (Level 14)
|
||||
|
||||
At 14th level, you gain a feature from your Bard College.
|
||||
|
||||
### Bardic Inspiration (d12) (Level 15)
|
||||
|
||||
At 15th level, your Bardic Inspiration die changes to a `d12`.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Song of Rest (d12) (Level 17)
|
||||
|
||||
At 17th level, the extra hit points gained from Song of Rest increases to `1d12`.
|
||||
|
||||
### Magical Secrets (Level 18)
|
||||
|
||||
At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
|
||||
|
||||
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Superior Inspiration (Level 20)
|
||||
|
||||
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
|
30
compendium/classes/classes.md
Normal file
30
compendium/classes/classes.md
Normal file
|
@ -0,0 +1,30 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
---
|
||||
# Index of Classes
|
||||
|
||||
- [Barbarian: Path of the Berserker](barbarian-path-of-the-berserker.md)
|
||||
- [Barbarian](barbarian.md)
|
||||
- [Bard: College of Lore](bard-college-of-lore.md)
|
||||
- [Bard](bard.md)
|
||||
- [Cleric: Life Domain](cleric-life-domain.md)
|
||||
- [Cleric](cleric.md)
|
||||
- [Druid: Circle of the Land](druid-circle-of-the-land.md)
|
||||
- [Druid](druid.md)
|
||||
- [Fighter: Champion](fighter-champion.md)
|
||||
- [Fighter](fighter.md)
|
||||
- [Monk: Way of the Open Hand](monk-way-of-the-open-hand.md)
|
||||
- [Monk](monk.md)
|
||||
- [Paladin: Oath of Devotion](paladin-oath-of-devotion.md)
|
||||
- [Paladin](paladin.md)
|
||||
- [Ranger: Hunter](ranger-hunter.md)
|
||||
- [Ranger](ranger.md)
|
||||
- [Rogue: Thief](rogue-thief.md)
|
||||
- [Rogue](rogue.md)
|
||||
- [Sorcerer: Draconic Bloodline](sorcerer-draconic-bloodline.md)
|
||||
- [Sorcerer](sorcerer.md)
|
||||
- [Warlock: The Fiend](warlock-the-fiend.md)
|
||||
- [Warlock](warlock.md)
|
||||
- [Wizard: School of Evocation](wizard-school-of-evocation.md)
|
||||
- [Wizard](wizard.md)
|
58
compendium/classes/cleric-life-domain.md
Normal file
58
compendium/classes/cleric-life-domain.md
Normal file
|
@ -0,0 +1,58 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/cleric/life
|
||||
- compendium/src/5e/phb
|
||||
- domain/life
|
||||
aliases: ["Life Domain"]
|
||||
---
|
||||
# Life Domain
|
||||
*[Cleric](cleric.md): Divine Domain*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Life Domain (Level 1)
|
||||
|
||||
The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
|
||||
|
||||
At each indicated cleric level, you add the listed spells to your spells prepared.
|
||||
|
||||
**Life Domain Spells**
|
||||
|
||||
| Cleric Level | Spells |
|
||||
|--------------|--------|
|
||||
| 1st | [bless](compendium/spells/bless.md), [cure wounds](compendium/spells/cure-wounds.md) |
|
||||
| 3rd | [lesser restoration](compendium/spells/lesser-restoration.md), [spiritual weapon](compendium/spells/spiritual-weapon.md) |
|
||||
| 5th | [beacon of hope](compendium/spells/beacon-of-hope.md), [revivify](compendium/spells/revivify.md) |
|
||||
| 7th | [death ward](compendium/spells/death-ward.md), [guardian of faith](compendium/spells/guardian-of-faith.md) |
|
||||
| 9th | [mass cure wounds](compendium/spells/mass-cure-wounds.md), [raise dead](compendium/spells/raise-dead.md) |
|
||||
^life-domain-spells
|
||||
|
||||
### Bonus Proficiency (Level 1)
|
||||
|
||||
When you choose this domain at 1st level, you gain proficiency with heavy armor.
|
||||
|
||||
### Disciple of Life (Level 1)
|
||||
|
||||
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
|
||||
|
||||
### Channel Divinity: Preserve Life (Level 2)
|
||||
|
||||
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
|
||||
|
||||
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
|
||||
|
||||
### Blessed Healer (Level 6)
|
||||
|
||||
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
|
||||
|
||||
### Divine Strike (Level 8)
|
||||
|
||||
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra `1d8` radiant damage to the target. When you reach 14th level, the extra damage increases to `2d8`.
|
||||
|
||||
### Supreme Healing (Level 17)
|
||||
|
||||
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring `2d6` hit points to a creature, you restore 12.
|
364
compendium/classes/cleric.md
Normal file
364
compendium/classes/cleric.md
Normal file
|
@ -0,0 +1,364 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/cleric
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Cleric"]
|
||||
---
|
||||
# Cleric
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Spellcasting](#Spellcasting%20(Level%201)), [Divine Domain](#Divine%20Domain%20(Level%201)) |
|
||||
> | 2nd | +2 | [Channel Divinity](#Channel%20Divinity%20(Level%202)), [Divine Domain feature](#Divine%20Domain%20feature%20(Level%202)) |
|
||||
> | 3rd | +2 | ⏤ |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | [Destroy Undead (CR 1/2)](#Destroy%20Undead%20(CR%201/2)%20(Level%205)) |
|
||||
> | 6th | +3 | [Channel Divinity](#Channel%20Divinity%20(Level%206)), [Divine Domain feature](#Divine%20Domain%20feature%20(Level%206)) |
|
||||
> | 7th | +3 | ⏤ |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)), [Destroy Undead (CR 1)](#Destroy%20Undead%20(CR%201)%20(Level%208)), [Divine Domain feature](#Divine%20Domain%20feature%20(Level%208)) |
|
||||
> | 9th | +4 | ⏤ |
|
||||
> | 10th | +4 | [Divine Intervention](#Divine%20Intervention%20(Level%2010)) |
|
||||
> | 11th | +4 | [Destroy Undead (CR 2)](#Destroy%20Undead%20(CR%202)%20(Level%2011)) |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | ⏤ |
|
||||
> | 14th | +5 | [Destroy Undead (CR 3)](#Destroy%20Undead%20(CR%203)%20(Level%2014)) |
|
||||
> | 15th | +5 | ⏤ |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | [Destroy Undead (CR 4)](#Destroy%20Undead%20(CR%204)%20(Level%2017)), [Divine Domain feature](#Divine%20Domain%20feature%20(Level%2017)) |
|
||||
> | 18th | +6 | [Channel Divinity](#Channel%20Divinity%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Divine Intervention Improvement](#Divine%20Intervention%20Improvement%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
> |-------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
> | 1st | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 2nd | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 3rd | 3 | 4 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 4th | 4 | 4 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 5th | 4 | 4 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 6th | 4 | 4 | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 7th | 4 | 4 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 8th | 4 | 4 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 9th | 4 | 4 | 3 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 10th | 5 | 4 | 3 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 11th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 12th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 13th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 14th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 15th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 16th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 17th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
> | 18th | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
> | 19th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
> | 20th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d8 per Cleric level
|
||||
- **Hit Points at First Level:** 8 + CON
|
||||
- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
|
||||
|
||||
## Starting Cleric
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Wisdom, Charisma
|
||||
- **Armor**: light, medium, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 2 from *History*, *Insight*, *Medicine*, *Persuasion*, *Religion*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a [mace](compendium/items/mace.md) or (b) a [warhammer](compendium/items/warhammer.md) (if proficient)
|
||||
- (a) [scale mail](compendium/items/scale-mail.md), (b) [leather armor](compendium/items/leather-armor.md), or (c) [chain mail](compendium/items/chain-mail.md) (if proficient)
|
||||
- (a) a [light crossbow](compendium/items/light-crossbow.md) and [20 bolts](compendium/items/crossbow-bolts-20.md) or (b) any simple weapon
|
||||
- (a) a [priest's pack](compendium/items/priests-pack.md) or (b) an [explorer's pack](compendium/items/explorers-pack.md)
|
||||
- A [shield](compendium/items/shield.md) and a holy symbol
|
||||
|
||||
Alternatively, you may start with 5d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Cleric
|
||||
|
||||
To multiclass as a Cleric, you must meet the following prerequisites:
|
||||
|
||||
- Wisdom 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: light, medium, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: none
|
||||
- **Tools**: none
|
||||
|
||||
## Cleric
|
||||
|
||||
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
|
||||
|
||||
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall.
|
||||
|
||||
Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
|
||||
|
||||
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
|
||||
|
||||
### Healers and Warriors
|
||||
|
||||
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
|
||||
|
||||
Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes.
|
||||
|
||||
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
|
||||
|
||||
### Divine Agents
|
||||
|
||||
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
|
||||
|
||||
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
|
||||
|
||||
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.
|
||||
|
||||
### Creating a Cleric
|
||||
|
||||
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
|
||||
|
||||
Once you've chosen a deity, consider your cleric's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the [acolyte](compendium/backgrounds/acolyte.md) background.
|
||||
|
||||
> [!quote]- A quote from Riggby the patriarch
|
||||
>
|
||||
> To become a cleric is to become a messenger of the gods. The power the divine offers is great, but it always comes with tremendous responsibility.
|
||||
|
||||
Almost all the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity's power.
|
||||
|
||||
The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god's favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn't matter. However clerics come into being, the world needs clerics as much as clerics and deities need each other.
|
||||
|
||||
If you're playing a cleric character, the following sections offer ways to add some detail to that character's history and personality.
|
||||
|
||||
## Temple
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity.
|
||||
|
||||
Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?
|
||||
|
||||
**Temple**
|
||||
|
||||
| dice: d6 | Temple |
|
||||
|----------|--------|
|
||||
| 1 | Your temple is said to be the oldest surviving structure built to honor your god. |
|
||||
| 2 | Acolytes of several like-minded deities all received instruction together in your temple. |
|
||||
| 3 | You come from a temple famed for the brewery it operates. Some say you smell like one of its ales. |
|
||||
| 4 | Your temple is a fortress and a proving ground that trains warrior-priests. |
|
||||
| 5 | Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests. |
|
||||
| 6 | You served in a temple in the Outer Planes. |
|
||||
^temple
|
||||
|
||||
### Keepsake
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.
|
||||
|
||||
**Keepsake**
|
||||
|
||||
| dice: d6 | Keepsake |
|
||||
|----------|----------|
|
||||
| 1 | The finger bone of a saint |
|
||||
| 2 | A metal-bound book that tells how to hunt and destroy infernal creatures |
|
||||
| 3 | A pig's whistle that reminds you of your humble and beloved mentor |
|
||||
| 4 | A braid of hair woven from the tail of a unicorn |
|
||||
| 5 | A scroll that describes how best to rid the world of necromancers |
|
||||
| 6 | A runestone said to be blessed by your god |
|
||||
^keepsake
|
||||
|
||||
### Secret
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings of one's deity.
|
||||
|
||||
If you haven't considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.
|
||||
|
||||
**Secret**
|
||||
|
||||
| dice: d6 | Secret |
|
||||
|----------|--------|
|
||||
| 1 | An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful. |
|
||||
| 2 | You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures. |
|
||||
| 3 | You acknowledge the power of the gods, but you think that most events are dictated by pure chance. |
|
||||
| 4 | Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself. |
|
||||
| 5 | You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression. |
|
||||
| 6 | In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness. |
|
||||
^secret
|
||||
|
||||
> [!note] Serving a Pantheon, Philosophy, or Force
|
||||
>
|
||||
> The typical cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The cleric's magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity.
|
||||
>
|
||||
> Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one of the nine alignments. Chapter 1 of the Dungeon Master's Guide explores options like these, in the section "Gods of Your World."
|
||||
>
|
||||
> Talk with your DM about the divine options available in your campaign, whether they're gods, pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is appropriate for it, and if it doesn't have a holy symbol, work with your DM to design one.
|
||||
>
|
||||
> The cleric's class features often refer to your deity. If you are devoted to a pantheon, cosmic force, or philosophy, your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic.
|
||||
^serving-a-pantheon-philosophy-or-force
|
||||
|
||||
## Class Features
|
||||
|
||||
### Spellcasting (Level 1)
|
||||
|
||||
As a conduit for divine power, you can cast cleric spells. See "chapter 10" for the general rules of spellcasting and "chapter 11" for a selection of 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
|
||||
|
||||
The Cleric table shows how many spell slots you have to cast your cleric 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 level, in any combination. If you prepare the 1st-level spell [cure wounds](compendium/spells/cure-wounds.md), you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
|
||||
|
||||
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
**Spell attack modifier**: your proficiency bonus + your Wisdom modifier
|
||||
|
||||
#### Ritual Casting
|
||||
|
||||
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use a holy symbol as a spellcasting focus for your cleric spells.
|
||||
|
||||
### Divine Domain (Level 1)
|
||||
|
||||
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
|
||||
|
||||
#### Domain Spells
|
||||
|
||||
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
|
||||
|
||||
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
|
||||
|
||||
### Channel Divinity (Level 2)
|
||||
|
||||
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
|
||||
|
||||
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
|
||||
|
||||
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
|
||||
|
||||
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
|
||||
|
||||
### Channel Divinity: Turn Undead (Level 2)
|
||||
|
||||
As an action, you present your holy symbol and speak a prayer censuring the undead. Each 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 any 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](rules/actions.md#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](rules/actions.md#Dodge) action.
|
||||
|
||||
### Divine Domain feature (Level 2)
|
||||
|
||||
At 2nd level, you gain a feature from your Divine Domain.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Destroy Undead (CR 1/2) (Level 5)
|
||||
|
||||
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
|
||||
|
||||
### Channel Divinity (Level 6)
|
||||
|
||||
Beginning at 6th level, you can use your Channel Divinity twice between rests.
|
||||
|
||||
### Divine Domain feature (Level 6)
|
||||
|
||||
At 6th level, you gain a feature from your Divine Domain.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Destroy Undead (CR 1) (Level 8)
|
||||
|
||||
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
|
||||
|
||||
### Divine Domain feature (Level 8)
|
||||
|
||||
At 8th level, you gain a feature from your Divine Domain.
|
||||
|
||||
### Divine Intervention (Level 10)
|
||||
|
||||
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
|
||||
|
||||
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
|
||||
|
||||
At 20th level, your call for intervention succeeds automatically, no roll required.
|
||||
|
||||
### Destroy Undead (CR 2) (Level 11)
|
||||
|
||||
Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Destroy Undead (CR 3) (Level 14)
|
||||
|
||||
Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Destroy Undead (CR 4) (Level 17)
|
||||
|
||||
Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
|
||||
|
||||
### Divine Domain feature (Level 17)
|
||||
|
||||
At 17th level, you gain a feature from your Divine Domain.
|
||||
|
||||
### Channel Divinity (Level 18)
|
||||
|
||||
Beginning at 18th level, you can use your Channel Divinity three times between rests.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Divine Intervention Improvement (Level 20)
|
||||
|
||||
At 20th level, your call for intervention succeeds automatically, no roll required.
|
130
compendium/classes/druid-circle-of-the-land.md
Normal file
130
compendium/classes/druid-circle-of-the-land.md
Normal file
|
@ -0,0 +1,130 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/druid/land
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Circle of the Land"]
|
||||
---
|
||||
# Circle of the Land
|
||||
*[Druid](druid.md): Druid Circle*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Circle of the Land (Level 2)
|
||||
|
||||
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
|
||||
|
||||
### Bonus Cantrip (Level 2)
|
||||
|
||||
You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.
|
||||
|
||||
### Natural Recovery (Level 2)
|
||||
|
||||
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
|
||||
|
||||
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
|
||||
|
||||
### Circle Spells (Level 2)
|
||||
|
||||
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.
|
||||
|
||||
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
|
||||
|
||||
**Arctic**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------|
|
||||
| 3rd | [hold person](compendium/spells/hold-person.md), [spike growth](compendium/spells/spike-growth.md) |
|
||||
| 5th | [sleet storm](compendium/spells/sleet-storm.md), [slow](compendium/spells/slow.md) |
|
||||
| 7th | [freedom of movement](compendium/spells/freedom-of-movement.md), [ice storm](compendium/spells/ice-storm.md) |
|
||||
| 9th | [commune with nature](compendium/spells/commune-with-nature.md), [cone of cold](compendium/spells/cone-of-cold.md) |
|
||||
^arctic
|
||||
|
||||
**Coast**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------|
|
||||
| 3rd | [mirror image](compendium/spells/mirror-image.md), [misty step](compendium/spells/misty-step.md) |
|
||||
| 5th | [water breathing](compendium/spells/water-breathing.md), [water walk](compendium/spells/water-walk.md) |
|
||||
| 7th | [control water](compendium/spells/control-water.md), [freedom of movement](compendium/spells/freedom-of-movement.md) |
|
||||
| 9th | [conjure elemental](compendium/spells/conjure-elemental.md), [scrying](compendium/spells/scrying.md) |
|
||||
^coast
|
||||
|
||||
**Desert**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------|
|
||||
| 3rd | [blur](compendium/spells/blur.md), [silence](compendium/spells/silence.md) |
|
||||
| 5th | [create food and water](compendium/spells/create-food-and-water.md), [protection from energy](compendium/spells/protection-from-energy.md) |
|
||||
| 7th | [blight](compendium/spells/blight.md), [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md) |
|
||||
| 9th | [insect plague](compendium/spells/insect-plague.md), [wall of stone](compendium/spells/wall-of-stone.md) |
|
||||
^desert
|
||||
|
||||
**Forest**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------|
|
||||
| 3rd | [barkskin](compendium/spells/barkskin.md), [spider climb](compendium/spells/spider-climb.md) |
|
||||
| 5th | [call lightning](compendium/spells/call-lightning.md), [plant growth](compendium/spells/plant-growth.md) |
|
||||
| 7th | [divination](compendium/spells/divination.md), [freedom of movement](compendium/spells/freedom-of-movement.md) |
|
||||
| 9th | [commune with nature](compendium/spells/commune-with-nature.md), [tree stride](compendium/spells/tree-stride.md) |
|
||||
^forest
|
||||
|
||||
**Grassland**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------|
|
||||
| 3rd | [invisibility](compendium/spells/invisibility.md), [pass without trace](compendium/spells/pass-without-trace.md) |
|
||||
| 5th | [daylight](compendium/spells/daylight.md), [haste](compendium/spells/haste.md) |
|
||||
| 7th | [divination](compendium/spells/divination.md), [freedom of movement](compendium/spells/freedom-of-movement.md) |
|
||||
| 9th | [dream](compendium/spells/dream.md), [insect plague](compendium/spells/insect-plague.md) |
|
||||
^grassland
|
||||
|
||||
**Mountain**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------|
|
||||
| 3rd | [spider climb](compendium/spells/spider-climb.md), [spike growth](compendium/spells/spike-growth.md) |
|
||||
| 5th | [lightning bolt](compendium/spells/lightning-bolt.md), [meld into stone](compendium/spells/meld-into-stone.md) |
|
||||
| 7th | [stone shape](compendium/spells/stone-shape.md), [stoneskin](compendium/spells/stoneskin.md) |
|
||||
| 9th | [passwall](compendium/spells/passwall.md), [wall of stone](compendium/spells/wall-of-stone.md) |
|
||||
^mountain
|
||||
|
||||
**Swamp**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------|
|
||||
| 3rd | [darkness](compendium/spells/darkness.md), [Melf's acid arrow](compendium/spells/melfs-acid-arrow.md) |
|
||||
| 5th | [water walk](compendium/spells/water-walk.md), [stinking cloud](compendium/spells/stinking-cloud.md) |
|
||||
| 7th | [freedom of movement](compendium/spells/freedom-of-movement.md), [locate creature](compendium/spells/locate-creature.md) |
|
||||
| 9th | [insect plague](compendium/spells/insect-plague.md), [scrying](compendium/spells/scrying.md) |
|
||||
^swamp
|
||||
|
||||
**Underdark**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------|
|
||||
| 3rd | [spider climb](compendium/spells/spider-climb.md), [web](compendium/spells/web.md) |
|
||||
| 5th | [gaseous form](compendium/spells/gaseous-form.md), [stinking cloud](compendium/spells/stinking-cloud.md) |
|
||||
| 7th | [greater invisibility](compendium/spells/greater-invisibility.md), [stone shape](compendium/spells/stone-shape.md) |
|
||||
| 9th | [cloudkill](compendium/spells/cloudkill.md), [insect plague](compendium/spells/insect-plague.md) |
|
||||
^underdark
|
||||
|
||||
### Land's Stride (Level 6)
|
||||
|
||||
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
|
||||
|
||||
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the [entangle](compendium/spells/entangle.md) spell.
|
||||
|
||||
### Nature's Ward (Level 10)
|
||||
|
||||
When you reach 10th level, you can't be [charmed](rules/conditions.md#charmed) or [frightened](rules/conditions.md#frightened) by elementals or fey, and you are immune to poison and disease.
|
||||
|
||||
### Nature's Sanctuary (Level 14)
|
||||
|
||||
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
|
||||
|
||||
The creature is aware of this effect before it makes its attack against you.
|
605
compendium/classes/druid.md
Normal file
605
compendium/classes/druid.md
Normal file
|
@ -0,0 +1,605 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/druid
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Druid"]
|
||||
---
|
||||
# Druid
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Druidic](#Druidic%20(Level%201)), [Spellcasting](#Spellcasting%20(Level%201)) |
|
||||
> | 2nd | +2 | [Wild Shape](#Wild%20Shape%20(Level%202)), [Druid Circle](#Druid%20Circle%20(Level%202)) |
|
||||
> | 3rd | +2 | ⏤ |
|
||||
> | 4th | +2 | [Wild Shape Improvement](#Wild%20Shape%20Improvement%20(Level%204)), [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | ⏤ |
|
||||
> | 6th | +3 | [Druid Circle feature](#Druid%20Circle%20feature%20(Level%206)) |
|
||||
> | 7th | +3 | ⏤ |
|
||||
> | 8th | +3 | [Wild Shape Improvement](#Wild%20Shape%20Improvement%20(Level%208)), [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | ⏤ |
|
||||
> | 10th | +4 | [Druid Circle feature](#Druid%20Circle%20feature%20(Level%2010)) |
|
||||
> | 11th | +4 | ⏤ |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | ⏤ |
|
||||
> | 14th | +5 | [Druid Circle feature](#Druid%20Circle%20feature%20(Level%2014)) |
|
||||
> | 15th | +5 | ⏤ |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | ⏤ |
|
||||
> | 18th | +6 | [Timeless Body](#Timeless%20Body%20(Level%2018)), [Beast Spells](#Beast%20Spells%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Archdruid](#Archdruid%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
> |-------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
> | 1st | 2 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 2nd | 2 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 3rd | 2 | 4 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 4th | 3 | 4 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 5th | 3 | 4 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 6th | 3 | 4 | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 7th | 3 | 4 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 8th | 3 | 4 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 9th | 3 | 4 | 3 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 10th | 4 | 4 | 3 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 11th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 12th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 13th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 14th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 15th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 16th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 17th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
> | 18th | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
> | 19th | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
> | 20th | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d8 per Druid level
|
||||
- **Hit Points at First Level:** 8 + CON
|
||||
- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
|
||||
|
||||
## Starting Druid
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Intelligence, Wisdom
|
||||
- **Armor**: light, medium
|
||||
- **Weapons**: [clubs](compendium/items/club.md), [daggers](compendium/items/dagger.md), [darts](compendium/items/dart.md), [javelins](compendium/items/javelin.md), [maces](compendium/items/mace.md), [quarterstaffs](compendium/items/quarterstaff.md), [scimitars](compendium/items/scimitar.md), [sickles](compendium/items/sickle.md), [slings](compendium/items/sling.md), [spears](compendium/items/spear.md)
|
||||
- **Tools**: [Herbalism kit](compendium/items/herbalism-kit.md)
|
||||
- **Skills**: Choose 2 from *Animal Handling*, *Arcana*, *Insight*, *Medicine*, *Nature*, *Perception*, *Religion*, *Survival*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a wooden [shield](compendium/items/shield.md) or (b) any simple weapon
|
||||
- (a) a [scimitar](compendium/items/scimitar.md) or (b) any simple melee weapon
|
||||
- [Leather armor](compendium/items/leather-armor.md), an [explorer's pack](compendium/items/explorers-pack.md), and a druidic focus
|
||||
|
||||
Alternatively, you may start with 2d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Druid
|
||||
|
||||
To multiclass as a Druid, you must meet the following prerequisites:
|
||||
|
||||
- Wisdom 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: light, medium
|
||||
- **Weapons**: none
|
||||
- **Tools**: none
|
||||
|
||||
## Druid
|
||||
|
||||
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
|
||||
|
||||
Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.
|
||||
|
||||
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.
|
||||
|
||||
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.
|
||||
|
||||
### Power of Nature
|
||||
|
||||
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
|
||||
|
||||
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
|
||||
|
||||
### Preserve the Balance
|
||||
|
||||
For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
|
||||
|
||||
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.
|
||||
|
||||
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
|
||||
|
||||
### Creating a Druid
|
||||
|
||||
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.
|
||||
|
||||
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
|
||||
|
||||
> [!note] Sacred Plants and Wood
|
||||
>
|
||||
> A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
|
||||
>
|
||||
> Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
|
||||
>
|
||||
> Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
|
||||
^sacred-plants-and-wood
|
||||
|
||||
> [!note] Druids and the Gods
|
||||
>
|
||||
> Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. In fact, in the world of Greyhawk, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
|
||||
>
|
||||
> In the worlds of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most druids count them all (even the violent ones) as worthy of veneration.
|
||||
>
|
||||
> The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that every living thing and every natural phenomenon—sun, moon, wind, fire, and the world itself—has a spirit. Their spells, then, are a means to communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces of civilization. The Ashbound, for example, believe that arcane magic is an abomination against nature, the Children of Winter venerate the forces of death, and the Gatekeepers preserve ancient traditions meant to protect the world from the incursion of aberrations.
|
||||
^druids-and-the-gods
|
||||
|
||||
> [!quote]- A quote from Safhran, archdruid
|
||||
>
|
||||
> Even in death, each creature plays its part in maintaining the Great Balance. But now an imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of the mortal races. The farther away from nature their actions take them, the more corrupting their influence becomes. As druids, we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it.
|
||||
|
||||
Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.
|
||||
|
||||
Your druid character might be a true worshiper of nature, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession.
|
||||
|
||||
## Treasured Item
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook.
|
||||
|
||||
When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?
|
||||
|
||||
**Treasured Item**
|
||||
|
||||
| dice: d6 | Treasured Item |
|
||||
|----------|----------------|
|
||||
| 1 | A twig from the meeting tree that stands in the center of your village |
|
||||
| 2 | A vial of water from the source of a sacred river |
|
||||
| 3 | Special herbs tied together in a bundle |
|
||||
| 4 | A small bronze bowl engraved with animal images |
|
||||
| 5 | A rattle made from a dried gourd and holly berries |
|
||||
| 6 | A miniature golden sickle handed down to you by your mentor |
|
||||
^treasured-item
|
||||
|
||||
## Guiding Aspects
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.
|
||||
|
||||
**Guiding Aspects**
|
||||
|
||||
| dice: d6 | Guiding Aspects |
|
||||
|----------|-----------------|
|
||||
| 1 | Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth. |
|
||||
| 2 | Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude. |
|
||||
| 3 | The river's endless flow reminds you of the great span of the world. You seek to act with the long-term interests of nature in mind. |
|
||||
| 4 | The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world. |
|
||||
| 5 | The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray. |
|
||||
| 6 | As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the power of the pack. |
|
||||
^guiding-aspects
|
||||
|
||||
## Mentors
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
It's not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.
|
||||
|
||||
If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?
|
||||
|
||||
**Mentors**
|
||||
|
||||
| dice: d6 | Mentors |
|
||||
|----------|---------|
|
||||
| 1 | Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months. |
|
||||
| 2 | You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world. |
|
||||
| 3 | Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form. |
|
||||
| 4 | You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master. |
|
||||
| 5 | Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form. |
|
||||
| 6 | Your mentor was a werebear who taught you to treat all living things with equal regard. |
|
||||
^mentors
|
||||
|
||||
## Learning Beast Shapes
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
The Wild Shape feature in the player's handbook lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book.
|
||||
|
||||
When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you've already seen. The following tables organize beasts from the monster manual according to the beasts' most likely environments. Consider the environment your druid grew up in, then consult the appropriate table for a list of animals that your druid has probably seen by 2nd level.
|
||||
|
||||
These tables can also help you and your DM determine which animals you might see on your travels. In addition, the tables include each beast's challenge rating and note whether a beast has a flying or swimming speed. This information will help you determine whether you qualify to assume that beast's form.
|
||||
|
||||
The tables include all the individual beasts that are eligible for Wild Shape (up to a challenge rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6).
|
||||
|
||||
**Arctic**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Owl](compendium/bestiary/beast/owl.md) | Fly |
|
||||
| 1/8 | [Blood hawk](compendium/bestiary/beast/blood-hawk.md) | Fly |
|
||||
| 1/4 | [Giant owl](compendium/bestiary/beast/giant-owl.md) | Fly |
|
||||
| 1 | [Brown bear](compendium/bestiary/beast/brown-bear.md) | — |
|
||||
| 2 | [Polar bear](compendium/bestiary/beast/polar-bear.md) | Swim |
|
||||
| 2 | [Saber-toothed tiger](compendium/bestiary/beast/saber-toothed-tiger.md) | — |
|
||||
| 6 | [Mammoth](compendium/bestiary/beast/mammoth.md) | — |
|
||||
^arctic
|
||||
|
||||
**Coast**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Crab](compendium/bestiary/beast/crab.md) | Swim |
|
||||
| 0 | [Eagle](compendium/bestiary/beast/eagle.md) | Fly |
|
||||
| 1/8 | [Blood hawk](compendium/bestiary/beast/blood-hawk.md) | Fly |
|
||||
| 1/8 | [Giant crab](compendium/bestiary/beast/giant-crab.md) | Swim |
|
||||
| 1/8 | [Poisonous snake](compendium/bestiary/beast/poisonous-snake.md) | Swim |
|
||||
| 1/8 | [Stirge](compendium/bestiary/beast/stirge.md) | Fly |
|
||||
| 1/4 | [Giant lizard](compendium/bestiary/beast/giant-lizard.md) | — |
|
||||
| 1/4 | [Giant wolf spider](compendium/bestiary/beast/giant-wolf-spider.md) | — |
|
||||
| 1/4 | Pteranodon | Fly |
|
||||
| 1 | [Giant eagle](compendium/bestiary/beast/giant-eagle.md) | Fly |
|
||||
| 1 | [Giant toad](compendium/bestiary/beast/giant-toad.md) | Swim |
|
||||
| 2 | [Plesiosaurus](compendium/bestiary/beast/plesiosaurus.md) | Swim |
|
||||
^coast
|
||||
|
||||
**Desert**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Cat](compendium/bestiary/beast/cat.md) | — |
|
||||
| 0 | [Hyena](compendium/bestiary/beast/hyena.md) | — |
|
||||
| 0 | [Jackal](compendium/bestiary/beast/jackal.md) | — |
|
||||
| 0 | [Scorpion](compendium/bestiary/beast/scorpion.md) | — |
|
||||
| 0 | [Vulture](compendium/bestiary/beast/vulture.md) | Fly |
|
||||
| 1/8 | [Camel](compendium/bestiary/beast/camel.md) | — |
|
||||
| 1/8 | [Flying snake](compendium/bestiary/beast/flying-snake.md) | Fly |
|
||||
| 1/8 | [Mule](compendium/bestiary/beast/mule.md) | — |
|
||||
| 1/8 | [Poisonous snake](compendium/bestiary/beast/poisonous-snake.md) | Swim |
|
||||
| 1/8 | [Stirge](compendium/bestiary/beast/stirge.md) | Fly |
|
||||
| 1/4 | [Constrictor snake](compendium/bestiary/beast/constrictor-snake.md) | Swim |
|
||||
| 1/4 | [Giant lizard](compendium/bestiary/beast/giant-lizard.md) | — |
|
||||
| 1/4 | [Giant poisonous snake](compendium/bestiary/beast/giant-poisonous-snake.md) | Swim |
|
||||
| 1/4 | [Giant wolf spider](compendium/bestiary/beast/giant-wolf-spider.md) | — |
|
||||
| 1 | [Giant hyena](compendium/bestiary/beast/giant-hyena.md) | — |
|
||||
| 1 | [Giant spider](compendium/bestiary/beast/giant-spider.md) | — |
|
||||
| 1 | [Giant toad](compendium/bestiary/beast/giant-toad.md) | Swim |
|
||||
| 1 | [Giant vulture](compendium/bestiary/beast/giant-vulture.md) | Fly |
|
||||
| 1 | [Lion](compendium/bestiary/beast/lion.md) | — |
|
||||
| 2 | [Giant constrictor snake](compendium/bestiary/beast/giant-constrictor-snake.md) | Swim |
|
||||
| 3 | [Giant scorpion](compendium/bestiary/beast/giant-scorpion.md) | — |
|
||||
^desert
|
||||
|
||||
**Forest**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Baboon](compendium/bestiary/beast/baboon.md) | — |
|
||||
| 0 | [Badger](compendium/bestiary/beast/badger.md) | — |
|
||||
| 0 | [Cat](compendium/bestiary/beast/cat.md) | — |
|
||||
| 0 | [Deer](compendium/bestiary/beast/deer.md) | — |
|
||||
| 0 | [Hyena](compendium/bestiary/beast/hyena.md) | — |
|
||||
| 0 | [Owl](compendium/bestiary/beast/owl.md) | Fly |
|
||||
| 1/8 | [Blood hawk](compendium/bestiary/beast/blood-hawk.md) | Fly |
|
||||
| 1/8 | [Flying snake](compendium/bestiary/beast/flying-snake.md) | Fly |
|
||||
| 1/8 | [Giant rat](compendium/bestiary/beast/giant-rat.md) | — |
|
||||
| 1/8 | [Giant weasel](compendium/bestiary/beast/giant-weasel.md) | — |
|
||||
| 1/8 | [Poisonous snake](compendium/bestiary/beast/poisonous-snake.md) | Swim |
|
||||
| 1/8 | [Mastiff](compendium/bestiary/beast/mastiff.md) | — |
|
||||
| 1/8 | [Stirge](compendium/bestiary/beast/stirge.md) | Fly |
|
||||
| 1/4 | [Boar](compendium/bestiary/beast/boar.md) | — |
|
||||
| 1/4 | [Constrictor snake](compendium/bestiary/beast/constrictor-snake.md) | Swim |
|
||||
| 1/4 | [Elk](compendium/bestiary/beast/elk.md) | — |
|
||||
| 1/4 | [Giant badger](compendium/bestiary/beast/giant-badger.md) | — |
|
||||
| 1/4 | [Giant bat](compendium/bestiary/beast/giant-bat.md) | Fly |
|
||||
| 1/4 | [Giant frog](compendium/bestiary/beast/giant-frog.md) | Swim |
|
||||
| 1/4 | [Giant lizard](compendium/bestiary/beast/giant-lizard.md) | — |
|
||||
| 1/4 | [Giant owl](compendium/bestiary/beast/giant-owl.md) | Fly |
|
||||
| 1/4 | [Giant poisonous snake](compendium/bestiary/beast/giant-poisonous-snake.md) | Swim |
|
||||
| 1/4 | [Giant wolf spider](compendium/bestiary/beast/giant-wolf-spider.md) | — |
|
||||
| 1/4 | [Panther](compendium/bestiary/beast/panther.md) | — |
|
||||
| 1/4 | [Wolf](compendium/bestiary/beast/wolf.md) | — |
|
||||
| 1/2 | [Ape](compendium/bestiary/beast/ape.md) | — |
|
||||
| 1/2 | [Black bear](compendium/bestiary/beast/black-bear.md) | — |
|
||||
| 1/2 | [Giant wasp](compendium/bestiary/beast/giant-wasp.md) | Fly |
|
||||
| 1 | [Brown bear](compendium/bestiary/beast/brown-bear.md) | — |
|
||||
| 1 | [Dire wolf](compendium/bestiary/beast/dire-wolf.md) | — |
|
||||
| 1 | [Giant hyena](compendium/bestiary/beast/giant-hyena.md) | — |
|
||||
| 1 | [Giant spider](compendium/bestiary/beast/giant-spider.md) | — |
|
||||
| 1 | [Giant toad](compendium/bestiary/beast/giant-toad.md) | Swim |
|
||||
| 1 | [Tiger](compendium/bestiary/beast/tiger.md) | — |
|
||||
| 2 | [Giant boar](compendium/bestiary/beast/giant-boar.md) | — |
|
||||
| 2 | [Giant constrictor snake](compendium/bestiary/beast/giant-constrictor-snake.md) | Swim |
|
||||
| 2 | [Giant elk](compendium/bestiary/beast/giant-elk.md) | — |
|
||||
^forest
|
||||
|
||||
**Grassland**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Cat](compendium/bestiary/beast/cat.md) | — |
|
||||
| 0 | [Deer](compendium/bestiary/beast/deer.md) | — |
|
||||
| 0 | [Eagle](compendium/bestiary/beast/eagle.md) | Fly |
|
||||
| 0 | [Goat](compendium/bestiary/beast/goat.md) | — |
|
||||
| 0 | [Hyena](compendium/bestiary/beast/hyena.md) | — |
|
||||
| 0 | [Jackal](compendium/bestiary/beast/jackal.md) | — |
|
||||
| 0 | [Vulture](compendium/bestiary/beast/vulture.md) | Fly |
|
||||
| 1/8 | [Blood hawk](compendium/bestiary/beast/blood-hawk.md) | Fly |
|
||||
| 1/8 | [Flying snake](compendium/bestiary/beast/flying-snake.md) | Fly |
|
||||
| 1/8 | [Giant weasel](compendium/bestiary/beast/giant-weasel.md) | — |
|
||||
| 1/8 | [Poisonous snake](compendium/bestiary/beast/poisonous-snake.md) | Swim |
|
||||
| 1/8 | [Stirge](compendium/bestiary/beast/stirge.md) | Fly |
|
||||
| 1/4 | [Axe beak](compendium/bestiary/beast/axe-beak.md) | — |
|
||||
| 1/4 | [Boar](compendium/bestiary/beast/boar.md) | — |
|
||||
| 1/4 | [Elk](compendium/bestiary/beast/elk.md) | — |
|
||||
| 1/4 | [Giant poisonous snake](compendium/bestiary/beast/giant-poisonous-snake.md) | Swim |
|
||||
| 1/4 | [Giant wolf spider](compendium/bestiary/beast/giant-wolf-spider.md) | — |
|
||||
| 1/4 | [Panther](compendium/bestiary/beast/panther.md) (leopard) | — |
|
||||
| 1/4 | Pteranodon | Fly |
|
||||
| 1/4 | [Riding horse](compendium/bestiary/beast/riding-horse.md) | — |
|
||||
| 1/4 | [Wolf](compendium/bestiary/beast/wolf.md) | — |
|
||||
| 1/2 | [Giant goat](compendium/bestiary/beast/giant-goat.md) | — |
|
||||
| 1/2 | [Giant wasp](compendium/bestiary/beast/giant-wasp.md) | Fly |
|
||||
| 1 | [Giant eagle](compendium/bestiary/beast/giant-eagle.md) | Fly |
|
||||
| 1 | [Giant hyena](compendium/bestiary/beast/giant-hyena.md) | — |
|
||||
| 1 | [Giant vulture](compendium/bestiary/beast/giant-vulture.md) | Fly |
|
||||
| 1 | [Lion](compendium/bestiary/beast/lion.md) | — |
|
||||
| 1 | [Tiger](compendium/bestiary/beast/tiger.md) | — |
|
||||
| 2 | Allosaurus | — |
|
||||
| 2 | [Giant boar](compendium/bestiary/beast/giant-boar.md) | — |
|
||||
| 2 | [Giant elk](compendium/bestiary/beast/giant-elk.md) | — |
|
||||
| 2 | [Rhinoceros](compendium/bestiary/beast/rhinoceros.md) | — |
|
||||
| 3 | Ankylosaurus | — |
|
||||
| 4 | [Elephant](compendium/bestiary/beast/elephant.md) | — |
|
||||
| 5 | [Triceratops](compendium/bestiary/beast/triceratops.md) | — |
|
||||
^grassland
|
||||
|
||||
**Hill**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Baboon](compendium/bestiary/beast/baboon.md) | — |
|
||||
| 0 | [Eagle](compendium/bestiary/beast/eagle.md) | Fly |
|
||||
| 0 | [Goat](compendium/bestiary/beast/goat.md) | — |
|
||||
| 0 | [Hyena](compendium/bestiary/beast/hyena.md) | — |
|
||||
| 0 | [Raven](compendium/bestiary/beast/raven.md) | Fly |
|
||||
| 0 | [Vulture](compendium/bestiary/beast/vulture.md) | Fly |
|
||||
| 1/8 | [Blood hawk](compendium/bestiary/beast/blood-hawk.md) | Fly |
|
||||
| 1/8 | [Giant weasel](compendium/bestiary/beast/giant-weasel.md) | — |
|
||||
| 1/8 | [Mastiff](compendium/bestiary/beast/mastiff.md) | — |
|
||||
| 1/8 | [Mule](compendium/bestiary/beast/mule.md) | — |
|
||||
| 1/8 | [Poisonous snake](compendium/bestiary/beast/poisonous-snake.md) | Swim |
|
||||
| 1/8 | [Stirge](compendium/bestiary/beast/stirge.md) | Fly |
|
||||
| 1/4 | [Axe beak](compendium/bestiary/beast/axe-beak.md) | — |
|
||||
| 1/4 | [Boar](compendium/bestiary/beast/boar.md) | — |
|
||||
| 1/4 | [Elk](compendium/bestiary/beast/elk.md) | — |
|
||||
| 1/4 | [Giant owl](compendium/bestiary/beast/giant-owl.md) | Fly |
|
||||
| 1/4 | [Giant wolf spider](compendium/bestiary/beast/giant-wolf-spider.md) | — |
|
||||
| 1/4 | [Panther](compendium/bestiary/beast/panther.md) (cougar) | — |
|
||||
| 1/4 | [Wolf](compendium/bestiary/beast/wolf.md) | — |
|
||||
| 1/2 | [Giant goat](compendium/bestiary/beast/giant-goat.md) | — |
|
||||
| 1 | [Brown bear](compendium/bestiary/beast/brown-bear.md) | — |
|
||||
| 1 | [Dire wolf](compendium/bestiary/beast/dire-wolf.md) | — |
|
||||
| 1 | [Giant eagle](compendium/bestiary/beast/giant-eagle.md) | Fly |
|
||||
| 1 | [Giant hyena](compendium/bestiary/beast/giant-hyena.md) | — |
|
||||
| 1 | [Lion](compendium/bestiary/beast/lion.md) | — |
|
||||
| 2 | [Giant boar](compendium/bestiary/beast/giant-boar.md) | — |
|
||||
| 2 | [Giant elk](compendium/bestiary/beast/giant-elk.md) | — |
|
||||
^hill
|
||||
|
||||
**Mountain**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Eagle](compendium/bestiary/beast/eagle.md) | Fly |
|
||||
| 0 | [Goat](compendium/bestiary/beast/goat.md) | — |
|
||||
| 1/8 | [Blood hawk](compendium/bestiary/beast/blood-hawk.md) | Fly |
|
||||
| 1/8 | [Stirge](compendium/bestiary/beast/stirge.md) | Fly |
|
||||
| 1/4 | Pteranodon | Fly |
|
||||
| 1/2 | [Giant goat](compendium/bestiary/beast/giant-goat.md) | — |
|
||||
| 1 | [Giant eagle](compendium/bestiary/beast/giant-eagle.md) | Fly |
|
||||
| 1 | [Lion](compendium/bestiary/beast/lion.md) | — |
|
||||
| 2 | [Giant elk](compendium/bestiary/beast/giant-elk.md) | — |
|
||||
| 2 | [Saber-toothed tiger](compendium/bestiary/beast/saber-toothed-tiger.md) | — |
|
||||
^mountain
|
||||
|
||||
**Swamp**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Rat](compendium/bestiary/beast/rat.md) | — |
|
||||
| 0 | [Raven](compendium/bestiary/beast/raven.md) | Fly |
|
||||
| 1/8 | [Giant rat](compendium/bestiary/beast/giant-rat.md) | — |
|
||||
| 1/8 | [Poisonous snake](compendium/bestiary/beast/poisonous-snake.md) | Swim |
|
||||
| 1/8 | [Stirge](compendium/bestiary/beast/stirge.md) | Fly |
|
||||
| 1/4 | [Constrictor snake](compendium/bestiary/beast/constrictor-snake.md) | Swim |
|
||||
| 1/4 | [Giant frog](compendium/bestiary/beast/giant-frog.md) | Swim |
|
||||
| 1/4 | [Giant lizard](compendium/bestiary/beast/giant-lizard.md) | — |
|
||||
| 1/4 | [Giant poisonous snake](compendium/bestiary/beast/giant-poisonous-snake.md) | Swim |
|
||||
| 1/2 | [Crocodile](compendium/bestiary/beast/crocodile.md) | Swim |
|
||||
| 1 | [Giant spider](compendium/bestiary/beast/giant-spider.md) | — |
|
||||
| 1 | [Giant toad](compendium/bestiary/beast/giant-toad.md) | Swim |
|
||||
| 2 | [Giant constrictor snake](compendium/bestiary/beast/giant-constrictor-snake.md) | Swim |
|
||||
| 5 | [Giant crocodile](compendium/bestiary/beast/giant-crocodile.md) | Swim |
|
||||
^swamp
|
||||
|
||||
**Underdark**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Giant fire beetle](compendium/bestiary/beast/giant-fire-beetle.md) | — |
|
||||
| 1/8 | [Giant rat](compendium/bestiary/beast/giant-rat.md) | — |
|
||||
| 1/8 | [Stirge](compendium/bestiary/beast/stirge.md) | Fly |
|
||||
| 1/4 | [Giant bat](compendium/bestiary/beast/giant-bat.md) | Fly |
|
||||
| 1/4 | [Giant centipede](compendium/bestiary/beast/giant-centipede.md) | — |
|
||||
| 1/4 | [Giant lizard](compendium/bestiary/beast/giant-lizard.md) | — |
|
||||
| 1/4 | [Giant poisonous snake](compendium/bestiary/beast/giant-poisonous-snake.md) | Swim |
|
||||
| 1 | [Giant spider](compendium/bestiary/beast/giant-spider.md) | — |
|
||||
| 1 | [Giant toad](compendium/bestiary/beast/giant-toad.md) | Swim |
|
||||
| 2 | [Giant constrictor snake](compendium/bestiary/beast/giant-constrictor-snake.md) | Swim |
|
||||
| 2 | [Polar bear](compendium/bestiary/beast/polar-bear.md) (cave bear) | Swim |
|
||||
^underdark
|
||||
|
||||
**Underwater**
|
||||
|
||||
| CR | Beast | Fly/Swim |
|
||||
|----|-------|----------|
|
||||
| 0 | [Quipper](compendium/bestiary/beast/quipper.md) | Swim |
|
||||
| 1/4 | [Constrictor snake](compendium/bestiary/beast/constrictor-snake.md) | Swim |
|
||||
| 1/2 | [Giant sea horse](compendium/bestiary/beast/giant-sea-horse.md) | Swim |
|
||||
| 1/2 | [Reef shark](compendium/bestiary/beast/reef-shark.md) | Swim |
|
||||
| 1 | [Giant octopus](compendium/bestiary/beast/giant-octopus.md) | Swim |
|
||||
| 2 | [Giant constrictor snake](compendium/bestiary/beast/giant-constrictor-snake.md) | Swim |
|
||||
| 2 | [Hunter shark](compendium/bestiary/beast/hunter-shark.md) | Swim |
|
||||
| 2 | [Plesiosaurus](compendium/bestiary/beast/plesiosaurus.md) | Swim |
|
||||
| 3 | [Killer whale](compendium/bestiary/beast/killer-whale.md) | Swim |
|
||||
| 5 | [Giant shark](compendium/bestiary/beast/giant-shark.md) | Swim |
|
||||
^underwater
|
||||
|
||||
## Class Features
|
||||
|
||||
### Druidic (Level 1)
|
||||
|
||||
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](rules/skills.md#Perception)) check but can't decipher it without magic.
|
||||
|
||||
### Spellcasting (Level 1)
|
||||
|
||||
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See "chapter 10" for the general rules of spellcasting and "chapter 11" for the druid spell list.
|
||||
|
||||
#### 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
|
||||
|
||||
The Druid table shows how many spell slots you have to cast your druid 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.
|
||||
|
||||
For example, if you are a 3rd-level druid, 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 level, in any combination. If you prepare the 1st-level spell [cure wounds](compendium/spells/cure-wounds.md), you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
|
||||
|
||||
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
**Spell attack modifier**: your proficiency bonus + your Wisdom modifier
|
||||
|
||||
#### Ritual Casting
|
||||
|
||||
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use a druidic focus as a spellcasting focus for your druid spells.
|
||||
|
||||
### Wild Shape (Level 2)
|
||||
|
||||
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
|
||||
|
||||
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
|
||||
|
||||
**Beast Shapes**
|
||||
|
||||
| Level | Max. CR | Limitations | Example |
|
||||
|-------|---------|-------------|---------|
|
||||
| 2nd | 1/4 | No flying or swimming speed | Wolf |
|
||||
| 4th | 1/2 | No flying speed | Crocodile |
|
||||
| 8th | 1 | — | Giant eagle |
|
||||
^beast-shapes
|
||||
|
||||
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall [unconscious](rules/conditions.md#unconscious), drop to 0 hit points, or die.
|
||||
|
||||
While you are transformed, the following rules apply:
|
||||
|
||||
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
|
||||
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked [unconscious](rules/conditions.md#unconscious).
|
||||
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your [concentration](rules/conditions.md#concentration) on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as [call lightning](compendium/spells/call-lightning.md), that you've already cast.
|
||||
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as [darkvision](rules/senses.md#darkvision), unless your new form also has that sense.
|
||||
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
|
||||
|
||||
### Druid Circle (Level 2)
|
||||
|
||||
At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
|
||||
|
||||
### Wild Shape Improvement (Level 4)
|
||||
|
||||
At 4th level, your Wild Shape improves as shown on the Beast Shapes table.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Druid Circle feature (Level 6)
|
||||
|
||||
At 6th level, you gain a feature granted by your Druid Circle.
|
||||
|
||||
### Wild Shape Improvement (Level 8)
|
||||
|
||||
At 8th level, your Wild Shape improves as shown on the Beast Shapes table.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Druid Circle feature (Level 10)
|
||||
|
||||
At 10th level, you gain a feature granted by your Druid Circle feature.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Druid Circle feature (Level 14)
|
||||
|
||||
At 14th level, you gain a feature granted by your Druid Circle feature.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Timeless Body (Level 18)
|
||||
|
||||
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
|
||||
|
||||
### Beast Spells (Level 18)
|
||||
|
||||
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Archdruid (Level 20)
|
||||
|
||||
At 20th level, you can use your Wild Shape an unlimited number of times.
|
||||
|
||||
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
|
46
compendium/classes/fighter-champion.md
Normal file
46
compendium/classes/fighter-champion.md
Normal file
|
@ -0,0 +1,46 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/fighter/champion
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Champion"]
|
||||
---
|
||||
# Champion
|
||||
*[Fighter](fighter.md): Martial Archetype*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Champion (Level 3)
|
||||
|
||||
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 (Level 3)
|
||||
|
||||
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 (Level 7)
|
||||
|
||||
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 (Level 10)
|
||||
|
||||
At 10th level, you can choose a second option from the Fighting Style class feature.
|
||||
|
||||
### Superior Critical (Level 15)
|
||||
|
||||
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
|
||||
|
||||
### Survivor (Level 18)
|
||||
|
||||
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.
|
||||
|
||||
## Optional Features
|
||||
|
||||
> [!example]- Fighting Style, Fighter
|
||||
> 
|
||||
^list-fighting-style-fighter
|
300
compendium/classes/fighter.md
Normal file
300
compendium/classes/fighter.md
Normal file
|
@ -0,0 +1,300 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/fighter
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Fighter"]
|
||||
---
|
||||
# Fighter
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Fighting Style](#Fighting%20Style%20(Level%201)), [Second Wind](#Second%20Wind%20(Level%201)) |
|
||||
> | 2nd | +2 | [Action Surge](#Action%20Surge%20(Level%202)) |
|
||||
> | 3rd | +2 | [Martial Archetype](#Martial%20Archetype%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | [Extra Attack](#Extra%20Attack%20(Level%205)) |
|
||||
> | 6th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%206)) |
|
||||
> | 7th | +3 | [Martial Archetype feature](#Martial%20Archetype%20feature%20(Level%207)) |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | [Indomitable](#Indomitable%20(Level%209)) |
|
||||
> | 10th | +4 | [Martial Archetype feature](#Martial%20Archetype%20feature%20(Level%2010)) |
|
||||
> | 11th | +4 | [Extra Attack (2)](#Extra%20Attack%20(2)%20(Level%2011)) |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | [Indomitable (two uses)](#Indomitable%20(two%20uses)%20(Level%2013)) |
|
||||
> | 14th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2014)) |
|
||||
> | 15th | +5 | [Martial Archetype feature](#Martial%20Archetype%20feature%20(Level%2015)) |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | [Action Surge (two uses)](#Action%20Surge%20(two%20uses)%20(Level%2017)), [Indomitable (three uses)](#Indomitable%20(three%20uses)%20(Level%2017)) |
|
||||
> | 18th | +6 | [Martial Archetype feature](#Martial%20Archetype%20feature%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Extra Attack (3)](#Extra%20Attack%20(3)%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d10 per Fighter level
|
||||
- **Hit Points at First Level:** 10 + CON
|
||||
- **Hit Points at Higher Levels:** add 5 OR 1d10 + CON (minimum of 1)
|
||||
|
||||
## Starting Fighter
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Strength, Constitution
|
||||
- **Armor**: light, medium, heavy, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple, martial
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 2 from *Acrobatics*, *Animal Handling*, *Athletics*, *History*, *Insight*, *Intimidation*, *Perception*, *Survival*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) [chain mail](compendium/items/chain-mail.md) or (b) [leather armor](compendium/items/leather-armor.md), [longbow](compendium/items/longbow.md), and [20 arrows](compendium/items/arrows-20.md)
|
||||
- (a) a martial weapon and a [shield](compendium/items/shield.md) or (b) two martial weapons
|
||||
- (a) a [light crossbow](compendium/items/light-crossbow.md) and [20 bolts](compendium/items/crossbow-bolts-20.md) or (b) two [handaxes](compendium/items/handaxe.md)
|
||||
- (a) a [dungeoneer's pack](compendium/items/dungeoneers-pack.md) or (b) an [explorer's pack](compendium/items/explorers-pack.md)
|
||||
|
||||
Alternatively, you may start with 5d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Fighter
|
||||
|
||||
To multiclass as a Fighter, you must meet the following prerequisites:
|
||||
|
||||
- Strength 13, or Dexterity 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: light, medium, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple, martial
|
||||
- **Tools**: none
|
||||
|
||||
## Fighter
|
||||
|
||||
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
|
||||
|
||||
A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
|
||||
|
||||
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.
|
||||
|
||||
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
|
||||
|
||||
### Well-Rounded Specialists
|
||||
|
||||
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
|
||||
|
||||
### Trained for Danger
|
||||
|
||||
Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
|
||||
|
||||
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
|
||||
|
||||
### Creating a Fighter
|
||||
|
||||
As you build your fighter, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
|
||||
|
||||
You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death's embrace.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.
|
||||
|
||||
> [!quote]- A quote from Tordek
|
||||
>
|
||||
> Let me know when you're all done talking.
|
||||
|
||||
Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, regardless of the tools and methods one uses, at the heart of every fighter's motivation lies the same basic truth: it is better to wound than to be wounded.
|
||||
|
||||
Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom.
|
||||
|
||||
The sections below offer ways to add a little depth and a few personal touches to your fighter character.
|
||||
|
||||
## Heraldic Sign
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one's self-interest.
|
||||
|
||||
Your character could be affiliated with an organization or a cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.
|
||||
|
||||
**Heraldic Signs**
|
||||
|
||||
| dice: d6 | Heraldic Signs |
|
||||
|----------|----------------|
|
||||
| 1 | A rampant golden dragon on a green field, representing valor and a quest for wealth |
|
||||
| 2 | The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power |
|
||||
| 3 | Crossed greatswords in front of a castle gate, signifying the defense of a city or kingdom |
|
||||
| 4 | A skull with a dagger through it, representing the doom you bring to your enemies |
|
||||
| 5 | A phoenix in a ring of fire, an expression of an indomitable spirit |
|
||||
| 6 | Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill |
|
||||
^heraldic-signs
|
||||
|
||||
## Instructor
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.
|
||||
|
||||
A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background.
|
||||
|
||||
If you decide that your character had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes?
|
||||
|
||||
**Instructor**
|
||||
|
||||
| dice: d6 | Instructor |
|
||||
|----------|------------|
|
||||
| 1 | Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame. |
|
||||
| 2 | Military. Your trainer served with a group of soldiers and knows much about working as a team. |
|
||||
| 3 | City Watch. Crowd control and peacekeeping are your instructor's specialties. |
|
||||
| 4 | Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence. |
|
||||
| 5 | Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency. |
|
||||
| 6 | Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively. |
|
||||
^instructor
|
||||
|
||||
## Style
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Many fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not always the case—someone's approach to the world in general does not necessarily dictate how that person operates when lives are on the line.
|
||||
|
||||
Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn?
|
||||
|
||||
**Style**
|
||||
|
||||
| dice: d6 | Style |
|
||||
|----------|-------|
|
||||
| 1 | Elegant. You move with precise grace and total control, never using more energy than you need. |
|
||||
| 2 | Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying. |
|
||||
| 3 | Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the odds in your favor. |
|
||||
| 4 | Effortless. You rarely perspire or display anything other than a stoic expression in battle. |
|
||||
| 5 | Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand. |
|
||||
| 6 | Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them. |
|
||||
^style
|
||||
|
||||
## Class Features
|
||||
|
||||
### Fighting Style (Level 1)
|
||||
|
||||
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
|
||||
|
||||
- [Archery](compendium/optional-features/archery.md)
|
||||
- [Defense](compendium/optional-features/defense.md)
|
||||
- [Dueling](compendium/optional-features/dueling.md)
|
||||
- [Great Weapon Fighting](compendium/optional-features/great-weapon-fighting.md)
|
||||
- [Protection](compendium/optional-features/protection.md)
|
||||
- [Two-Weapon Fighting](compendium/optional-features/two-weapon-fighting.md)
|
||||
|
||||
### Second Wind (Level 1)
|
||||
|
||||
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 (Level 2)
|
||||
|
||||
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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 (Level 3)
|
||||
|
||||
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Extra Attack (Level 5)
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the [Attack](rules/actions.md#Attack) action on your turn.
|
||||
|
||||
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
|
||||
|
||||
### Ability Score Improvement (Level 6)
|
||||
|
||||
When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Martial Archetype feature (Level 7)
|
||||
|
||||
At 7th level, you gain a feature granted by your Martial Archetype.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Indomitable (Level 9)
|
||||
|
||||
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
|
||||
|
||||
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
|
||||
|
||||
### Martial Archetype feature (Level 10)
|
||||
|
||||
At 10th level, you gain a feature granted by your Martial Archetype.
|
||||
|
||||
### Extra Attack (2) (Level 11)
|
||||
|
||||
At 11th level, you can attack three times whenever you take the [Attack](rules/actions.md#Attack) action on your turn.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Indomitable (two uses) (Level 13)
|
||||
|
||||
At 13th level, you can use Indomitable twice between long rests.
|
||||
|
||||
### Ability Score Improvement (Level 14)
|
||||
|
||||
When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Martial Archetype feature (Level 15)
|
||||
|
||||
At 15th level, you gain a feature granted by your Martial Archetype.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Action Surge (two uses) (Level 17)
|
||||
|
||||
At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.
|
||||
|
||||
### Indomitable (three uses) (Level 17)
|
||||
|
||||
At 17th level, you can use Indomitable three times between long rests.
|
||||
|
||||
### Martial Archetype feature (Level 18)
|
||||
|
||||
At 18th level, you gain a feature granted by your Martial Archetype.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Extra Attack (3) (Level 20)
|
||||
|
||||
At 20th level, you can attack four times whenever you take the [Attack](rules/actions.md#Attack) action on your turn.
|
||||
|
||||
## Optional Features
|
||||
|
||||
> [!example]- Fighting Style, Fighter
|
||||
> 
|
||||
^list-fighting-style-fighter
|
40
compendium/classes/monk-way-of-the-open-hand.md
Normal file
40
compendium/classes/monk-way-of-the-open-hand.md
Normal file
|
@ -0,0 +1,40 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/monk/open-hand
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Way of the Open Hand"]
|
||||
---
|
||||
# Way of the Open Hand
|
||||
*[Monk](monk.md): Monastic Tradition*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Way of the Open Hand (Level 3)
|
||||
|
||||
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 (Level 3)
|
||||
|
||||
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](rules/conditions.md#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 (Level 6)
|
||||
|
||||
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 (Level 11)
|
||||
|
||||
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](compendium/spells/sanctuary.md) 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 (Level 17)
|
||||
|
||||
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.
|
360
compendium/classes/monk.md
Normal file
360
compendium/classes/monk.md
Normal file
|
@ -0,0 +1,360 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/monk
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Monk"]
|
||||
---
|
||||
# Monk
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Unarmored Defense](#Unarmored%20Defense%20(Level%201)), [Martial Arts](#Martial%20Arts%20(Level%201)) |
|
||||
> | 2nd | +2 | [Ki](#Ki%20(Level%202)), [Unarmored Movement](#Unarmored%20Movement%20(Level%202)) |
|
||||
> | 3rd | +2 | [Deflect Missiles](#Deflect%20Missiles%20(Level%203)), [Monastic Tradition](#Monastic%20Tradition%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)), [Slow Fall](#Slow%20Fall%20(Level%204)) |
|
||||
> | 5th | +3 | [Extra Attack](#Extra%20Attack%20(Level%205)), [Stunning Strike](#Stunning%20Strike%20(Level%205)) |
|
||||
> | 6th | +3 | [Ki-Empowered Strikes](#Ki-Empowered%20Strikes%20(Level%206)), [Monastic Tradition feature](#Monastic%20Tradition%20feature%20(Level%206)) |
|
||||
> | 7th | +3 | [Evasion](#Evasion%20(Level%207)), [Stillness of Mind](#Stillness%20of%20Mind%20(Level%207)) |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | [Unarmored Movement improvement](#Unarmored%20Movement%20improvement%20(Level%209)) |
|
||||
> | 10th | +4 | [Purity of Body](#Purity%20of%20Body%20(Level%2010)) |
|
||||
> | 11th | +4 | [Monastic Tradition feature](#Monastic%20Tradition%20feature%20(Level%2011)) |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | [Tongue of the Sun and Moon](#Tongue%20of%20the%20Sun%20and%20Moon%20(Level%2013)) |
|
||||
> | 14th | +5 | [Diamond Soul](#Diamond%20Soul%20(Level%2014)) |
|
||||
> | 15th | +5 | [Timeless Body](#Timeless%20Body%20(Level%2015)) |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | [Monastic Tradition feature](#Monastic%20Tradition%20feature%20(Level%2017)) |
|
||||
> | 18th | +6 | [Empty Body](#Empty%20Body%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Perfect Self](#Perfect%20Self%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Martial Arts | Ki Points | Unarmored Movement |
|
||||
> |-------|--------------|-----------|--------------------|
|
||||
> | 1st | 1d4 | ⏤ | +0 |
|
||||
> | 2nd | 1d4 | 2 | +10 |
|
||||
> | 3rd | 1d4 | 3 | +10 |
|
||||
> | 4th | 1d4 | 4 | +10 |
|
||||
> | 5th | 1d6 | 5 | +10 |
|
||||
> | 6th | 1d6 | 6 | +15 |
|
||||
> | 7th | 1d6 | 7 | +15 |
|
||||
> | 8th | 1d6 | 8 | +15 |
|
||||
> | 9th | 1d6 | 9 | +15 |
|
||||
> | 10th | 1d6 | 10 | +20 |
|
||||
> | 11th | 1d8 | 11 | +20 |
|
||||
> | 12th | 1d8 | 12 | +20 |
|
||||
> | 13th | 1d8 | 13 | +20 |
|
||||
> | 14th | 1d8 | 14 | +25 |
|
||||
> | 15th | 1d8 | 15 | +25 |
|
||||
> | 16th | 1d8 | 16 | +25 |
|
||||
> | 17th | 1d10 | 17 | +25 |
|
||||
> | 18th | 1d10 | 18 | +30 |
|
||||
> | 19th | 1d10 | 19 | +30 |
|
||||
> | 20th | 1d10 | 20 | +30 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d8 per Monk level
|
||||
- **Hit Points at First Level:** 8 + CON
|
||||
- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
|
||||
|
||||
## Starting Monk
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Strength, Dexterity
|
||||
- **Armor**: none
|
||||
- **Weapons**: simple, [shortswords](compendium/items/shortsword.md)
|
||||
- **Tools**: any one type of artisan's tools or any one musical instrument of your choice
|
||||
- **Skills**: Choose 2 from *Acrobatics*, *Athletics*, *History*, *Insight*, *Religion*, *Stealth*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a [shortsword](compendium/items/shortsword.md) or (b) any simple weapon
|
||||
- (a) a [dungeoneer's pack](compendium/items/dungeoneers-pack.md) or (b) an [explorer's pack](compendium/items/explorers-pack.md)
|
||||
- 10 [darts](compendium/items/dart.md)
|
||||
|
||||
Alternatively, you may start with 5d4 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Monk
|
||||
|
||||
To multiclass as a Monk, you must meet the following prerequisites:
|
||||
|
||||
- Dexterity 13
|
||||
- Wisdom 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: none
|
||||
- **Weapons**: simple, [shortswords](compendium/items/shortsword.md)
|
||||
- **Tools**: none
|
||||
|
||||
## Monk
|
||||
|
||||
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.
|
||||
|
||||
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.
|
||||
|
||||
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.
|
||||
|
||||
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
|
||||
|
||||
### The Magic of Ki
|
||||
|
||||
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
|
||||
|
||||
### Training and Asceticism
|
||||
|
||||
Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families.
|
||||
|
||||
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.
|
||||
|
||||
The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
|
||||
|
||||
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.
|
||||
|
||||
### Creating a Monk
|
||||
|
||||
As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?
|
||||
|
||||
Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?
|
||||
|
||||
As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.
|
||||
|
||||
> [!quote]- A quote from Ember, grand master of flowers
|
||||
>
|
||||
> Do not mistake my silence for acceptance of your villainy. While you blustered and threatened, I've planned four different ways to snap your neck with my bare hands.
|
||||
|
||||
Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself completely, one learns much of the wider world.
|
||||
|
||||
A monk's focus on inner mastery leads many such individuals to become detached from society, more concerned with their personal experience than with happenings elsewhere. Adventuring monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large.
|
||||
|
||||
Playing a monk character offers many intriguing opportunities to try something different. To distinguish your monk character even further, consider the options in the sections that follow.
|
||||
|
||||
## Monastery
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need.
|
||||
|
||||
What sort of place was your monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?
|
||||
|
||||
**Monastery**
|
||||
|
||||
| dice: d6 | Monastery |
|
||||
|----------|-----------|
|
||||
| 1 | Your monastery is carved out of a mountainside, where it looms over a treacherous pass. |
|
||||
| 2 | Your monastery is high in the branches of an immense tree in the Feywild. |
|
||||
| 3 | Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can be reached only by flying. |
|
||||
| 4 | Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders. |
|
||||
| 5 | Your monastery was founded by gnomes and is an underground labyrinth of tunnels and rooms. |
|
||||
| 6 | Your monastery was carved from an iceberg in the frozen reaches of the world. |
|
||||
^monastery
|
||||
|
||||
## Icon
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism plays an important part in defining the identity of an order. Some monastic orders treat certain creatures with special regard, either because the creature is tied to the order's history or because it serves as an example of a quality the monks seek to emulate.
|
||||
|
||||
If your character's monastery had a special icon, you might wear a crude image of the creature somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your order's icon does not have a physical form but is expressed through a gesture or a posture that you adopt, and which other monks might know how to interpret.
|
||||
|
||||
**Icon**
|
||||
|
||||
| dice: d6 | Icon |
|
||||
|----------|------|
|
||||
| 1 | Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the monkey. |
|
||||
| 2 | Dragon Turtle. The monks of your seaside monastery venerate the dragon turtle, reciting ancient prayers and offering garlands of flowers to honor this living spirit of the sea. |
|
||||
| 3 | Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the manner of the ki-rin. |
|
||||
| 4 | Owlbear. The monks of your monastery revere a family of owlbears and have coexisted with them for generations. |
|
||||
| 5 | Hydra. Your order singles out the hydra for its ability to unleash several attacks simultaneously. |
|
||||
| 6 | Dragon. A dragon once laired within your monastery. Its influence remains long after its departure. |
|
||||
^icon
|
||||
|
||||
## Master
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the order. Your master was the one most responsible for shaping your understanding of the martial arts and your attitude toward the world. What sort of person was your master, and how did your relationship with your master affect you?
|
||||
|
||||
**Master**
|
||||
|
||||
| dice: d6 | Master |
|
||||
|----------|--------|
|
||||
| 1 | Your master was a tyrant whom you had to defeat in single combat to complete your instruction. |
|
||||
| 2 | Your master was kindly and taught you to pursue the cause of peace. |
|
||||
| 3 | Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session. |
|
||||
| 4 | Your master seemed goodhearted while tutoring you, but betrayed your monastery in the end. |
|
||||
| 5 | Your master was cold and distant. You suspect that the two of you might be related. |
|
||||
| 6 | Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed on you. |
|
||||
^master
|
||||
|
||||
## Class Features
|
||||
|
||||
### Unarmored Defense (Level 1)
|
||||
|
||||
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 (Level 1)
|
||||
|
||||
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are [shortswords](compendium/items/shortsword.md) 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](compendium/items/shield.md).
|
||||
|
||||
- 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](rules/actions.md#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](rules/actions.md#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).
|
||||
|
||||
### Ki (Level 2)
|
||||
|
||||
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 various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
|
||||
|
||||
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
|
||||
|
||||
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
### Flurry of Blows (Level 2)
|
||||
|
||||
Immediately after you take the [Attack](rules/actions.md#Attack) action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
|
||||
|
||||
### Patient Defense (Level 2)
|
||||
|
||||
You can spend 1 ki point to take the [Dodge](rules/actions.md#Dodge) action as a bonus action on your turn.
|
||||
|
||||
### Step of the Wind (Level 2)
|
||||
|
||||
You can spend 1 ki point to take the [Disengage](rules/actions.md#Disengage) or [Dash](rules/actions.md#Dash) action as a bonus action on your turn, and your jump distance is doubled for the turn.
|
||||
|
||||
### Unarmored Movement (Level 2)
|
||||
|
||||
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
|
||||
|
||||
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
|
||||
|
||||
### Deflect Missiles (Level 3)
|
||||
|
||||
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by `1d10` + your Dexterity modifier + your monk level.
|
||||
|
||||
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
|
||||
|
||||
### Monastic Tradition (Level 3)
|
||||
|
||||
When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Slow Fall (Level 4)
|
||||
|
||||
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
|
||||
|
||||
### Extra Attack (Level 5)
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the [Attack](rules/actions.md#Attack) action on your turn.
|
||||
|
||||
### Stunning Strike (Level 5)
|
||||
|
||||
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be [stunned](rules/conditions.md#stunned) until the end of your next turn.
|
||||
|
||||
### Ki-Empowered Strikes (Level 6)
|
||||
|
||||
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
|
||||
|
||||
### Monastic Tradition feature (Level 6)
|
||||
|
||||
At 6th level, you gain one feature granted by your Monastic Tradition.
|
||||
|
||||
### Evasion (Level 7)
|
||||
|
||||
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a [fireball](compendium/spells/fireball.md) spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
|
||||
|
||||
### Stillness of Mind (Level 7)
|
||||
|
||||
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be [charmed](rules/conditions.md#charmed) or [frightened](rules/conditions.md#frightened).
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Unarmored Movement improvement (Level 9)
|
||||
|
||||
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
|
||||
|
||||
### Purity of Body (Level 10)
|
||||
|
||||
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
|
||||
|
||||
### Monastic Tradition feature (Level 11)
|
||||
|
||||
At 11th level, you gain one feature granted by your Monastic Tradition.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Tongue of the Sun and Moon (Level 13)
|
||||
|
||||
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
|
||||
|
||||
### Diamond Soul (Level 14)
|
||||
|
||||
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
|
||||
|
||||
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
|
||||
|
||||
### Timeless Body (Level 15)
|
||||
|
||||
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Monastic Tradition feature (Level 17)
|
||||
|
||||
At 17th level, you gain one feature granted by your Monastic Tradition.
|
||||
|
||||
### Empty Body (Level 18)
|
||||
|
||||
Beginning at 18th level, you can use your action to spend 4 ki points to become [invisible](rules/conditions.md#invisible) for 1 minute. During that time, you also have resistance to all damage but force damage.
|
||||
|
||||
Additionally, you can spend 8 ki points to cast the [astral projection](compendium/spells/astral-projection.md) spell, without needing material components. When you do so, you can't take any other creatures with you.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Perfect Self (Level 20)
|
||||
|
||||
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
|
93
compendium/classes/paladin-oath-of-devotion.md
Normal file
93
compendium/classes/paladin-oath-of-devotion.md
Normal file
|
@ -0,0 +1,93 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/paladin/devotion
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Oath of Devotion"]
|
||||
---
|
||||
# Oath of Devotion
|
||||
*[Paladin](paladin.md): Sacred Oath*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Oath of Devotion (Level 3)
|
||||
|
||||
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 (Level 3)
|
||||
|
||||
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 (Level 3)
|
||||
|
||||
You gain oath spells at the paladin levels listed.
|
||||
|
||||
**Oath of Devotion Spells**
|
||||
|
||||
| Paladin Level | Spells |
|
||||
|---------------|--------|
|
||||
| 3rd | [protection from evil and good](compendium/spells/protection-from-evil-and-good.md), [sanctuary](compendium/spells/sanctuary.md) |
|
||||
| 5th | [lesser restoration](compendium/spells/lesser-restoration.md), [zone of truth](compendium/spells/zone-of-truth.md) |
|
||||
| 9th | [beacon of hope](compendium/spells/beacon-of-hope.md), [dispel magic](compendium/spells/dispel-magic.md) |
|
||||
| 13th | [freedom of movement](compendium/spells/freedom-of-movement.md), [guardian of faith](compendium/spells/guardian-of-faith.md) |
|
||||
| 17th | [commune](compendium/spells/commune.md), [flame strike](compendium/spells/flame-strike.md) |
|
||||
^oath-of-devotion-spells
|
||||
|
||||
### Channel Divinity (Level 3)
|
||||
|
||||
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
|
||||
|
||||
### Sacred Weapon (Level 3)
|
||||
|
||||
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](rules/conditions.md#unconscious), this effect ends.
|
||||
|
||||
### Turn the Unholy (Level 3)
|
||||
|
||||
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](rules/actions.md#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](rules/actions.md#Dodge) action.
|
||||
|
||||
### Aura of Devotion (Level 7)
|
||||
|
||||
Starting at 7th level, you and friendly creatures within 10 feet of you can't be [charmed](rules/conditions.md#charmed) while you are conscious.
|
||||
|
||||
At 18th level, the range of this aura increases to 30 feet.
|
||||
|
||||
### Purity of Spirit (Level 15)
|
||||
|
||||
Beginning at 15th level, you are always under the effects of a [protection from evil and good](compendium/spells/protection-from-evil-and-good.md) spell.
|
||||
|
||||
### Holy Nimbus (Level 20)
|
||||
|
||||
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
|
||||
|
||||
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
|
||||
|
||||
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
|
||||
|
||||
Once you use this feature, you can't use it again until you finish a long rest.
|
392
compendium/classes/paladin.md
Normal file
392
compendium/classes/paladin.md
Normal file
|
@ -0,0 +1,392 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/paladin
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Paladin"]
|
||||
---
|
||||
# Paladin
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Divine Sense](#Divine%20Sense%20(Level%201)), [Lay on Hands](#Lay%20on%20Hands%20(Level%201)) |
|
||||
> | 2nd | +2 | [Divine Smite](#Divine%20Smite%20(Level%202)), [Fighting Style](#Fighting%20Style%20(Level%202)), [Spellcasting](#Spellcasting%20(Level%202)) |
|
||||
> | 3rd | +2 | [Divine Health](#Divine%20Health%20(Level%203)), [Sacred Oath](#Sacred%20Oath%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | [Extra Attack](#Extra%20Attack%20(Level%205)) |
|
||||
> | 6th | +3 | [Aura of Protection](#Aura%20of%20Protection%20(Level%206)) |
|
||||
> | 7th | +3 | [Sacred Oath feature](#Sacred%20Oath%20feature%20(Level%207)) |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | ⏤ |
|
||||
> | 10th | +4 | [Aura of Courage](#Aura%20of%20Courage%20(Level%2010)) |
|
||||
> | 11th | +4 | [Improved Divine Smite](#Improved%20Divine%20Smite%20(Level%2011)) |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | ⏤ |
|
||||
> | 14th | +5 | [Cleansing Touch](#Cleansing%20Touch%20(Level%2014)) |
|
||||
> | 15th | +5 | [Sacred Oath feature](#Sacred%20Oath%20feature%20(Level%2015)) |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | ⏤ |
|
||||
> | 18th | +6 | [Aura improvements](#Aura%20improvements%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Sacred Oath feature](#Sacred%20Oath%20feature%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | 1st | 2nd | 3rd | 4th | 5th |
|
||||
> |-------|-----|-----|-----|-----|-----|
|
||||
> | 1st | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 2nd | 2 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 3rd | 3 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 4th | 3 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 5th | 4 | 2 | ⏤ | ⏤ | ⏤ |
|
||||
> | 6th | 4 | 2 | ⏤ | ⏤ | ⏤ |
|
||||
> | 7th | 4 | 3 | ⏤ | ⏤ | ⏤ |
|
||||
> | 8th | 4 | 3 | ⏤ | ⏤ | ⏤ |
|
||||
> | 9th | 4 | 3 | 2 | ⏤ | ⏤ |
|
||||
> | 10th | 4 | 3 | 2 | ⏤ | ⏤ |
|
||||
> | 11th | 4 | 3 | 3 | ⏤ | ⏤ |
|
||||
> | 12th | 4 | 3 | 3 | ⏤ | ⏤ |
|
||||
> | 13th | 4 | 3 | 3 | 1 | ⏤ |
|
||||
> | 14th | 4 | 3 | 3 | 1 | ⏤ |
|
||||
> | 15th | 4 | 3 | 3 | 2 | ⏤ |
|
||||
> | 16th | 4 | 3 | 3 | 2 | ⏤ |
|
||||
> | 17th | 4 | 3 | 3 | 3 | 1 |
|
||||
> | 18th | 4 | 3 | 3 | 3 | 1 |
|
||||
> | 19th | 4 | 3 | 3 | 3 | 2 |
|
||||
> | 20th | 4 | 3 | 3 | 3 | 2 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d10 per Paladin level
|
||||
- **Hit Points at First Level:** 10 + CON
|
||||
- **Hit Points at Higher Levels:** add 5 OR 1d10 + CON (minimum of 1)
|
||||
|
||||
## Starting Paladin
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Wisdom, Charisma
|
||||
- **Armor**: light, medium, heavy, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple, martial
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 2 from *Athletics*, *Insight*, *Intimidation*, *Medicine*, *Persuasion*, *Religion*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a martial weapon and a [shield](compendium/items/shield.md) or (b) two martial weapons
|
||||
- (a) five [javelins](compendium/items/javelin.md) or (b) any simple melee weapon
|
||||
- (a) a [priest's pack](compendium/items/priests-pack.md) or (b) an [explorer's pack](compendium/items/explorers-pack.md)
|
||||
- [Chain mail](compendium/items/chain-mail.md) and a holy symbol
|
||||
|
||||
Alternatively, you may start with 5d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Paladin
|
||||
|
||||
To multiclass as a Paladin, you must meet the following prerequisites:
|
||||
|
||||
- Strength 13
|
||||
- Charisma 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: light, medium, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple, martial
|
||||
- **Tools**: none
|
||||
|
||||
## Paladin
|
||||
|
||||
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement.
|
||||
|
||||
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
|
||||
|
||||
Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.
|
||||
|
||||
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
|
||||
|
||||
### The Cause of Righteousness
|
||||
|
||||
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin's power comes as much from a commitment to justice itself as it does from a god.
|
||||
|
||||
Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
|
||||
|
||||
### Beyond the Mundane Life
|
||||
|
||||
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
|
||||
|
||||
Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.
|
||||
|
||||
### Creating a Paladin
|
||||
|
||||
The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.
|
||||
|
||||
How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.
|
||||
|
||||
As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.
|
||||
|
||||
> [!quote]- A quote from Isteval
|
||||
>
|
||||
> The true worth of a paladin is measured not in foes defeated or dungeons plundered. It is measured in lives saved and hearts turned to the causes of mercy and justice.
|
||||
|
||||
A paladin is a living embodiment of an oath—a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some paladins devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of law.
|
||||
|
||||
Although no paladin in the world could be described as typical, a number of them are narrow-minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes—if only to keep from alienating their companions.
|
||||
|
||||
You can flesh out your paladin character by using the suggestions below. It's important to keep in mind that most paladins aren't robots. They have doubts and prejudices and harbor contradictory thoughts just as any other character does. Some are compelled by an internal motivation that might sometimes be at odds with the principles of their oaths.
|
||||
|
||||
## Personal Goal
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
The precepts of a paladin's oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.
|
||||
|
||||
If your paladin character has a personal goal, it might be drawn from some life event and thus not directly tied to the oath.
|
||||
|
||||
**Personal Goal**
|
||||
|
||||
| dice: d6 | Personal Goal |
|
||||
|----------|---------------|
|
||||
| 1 | Peace. You fight so that future generations will not have to. |
|
||||
| 2 | Revenge. Your oath is the vehicle through which you will right an ancient wrong. |
|
||||
| 3 | Duty. You will live up to what you have sworn to do, or die trying. |
|
||||
| 4 | Leadership. You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others. |
|
||||
| 5 | Faith. You know your path is righteous, or else the gods would not have set you upon it. |
|
||||
| 6 | Glory. You will lead the world into a grand new era, one that will be branded with your name. |
|
||||
^personal-goal
|
||||
|
||||
## Symbol
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike.
|
||||
|
||||
Your symbol might be displayed on a banner, a flag, or your clothing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.
|
||||
|
||||
**Symbol**
|
||||
|
||||
| dice: d6 | Symbol |
|
||||
|----------|--------|
|
||||
| 1 | A dragon, emblematic of your nobility in peace and your ferocity in combat |
|
||||
| 2 | A clenched fist, because you are always ready to fight for your beliefs |
|
||||
| 3 | An upraised open hand, indicating your preference for diplomacy over combat |
|
||||
| 4 | A red heart, showing the world your commitment to justice |
|
||||
| 5 | A black heart, signifying that emotions such as pity do not sway your dedication to your oath |
|
||||
| 6 | An unblinking eye, meaning that you are ever alert to all threats against your cause |
|
||||
^symbol
|
||||
|
||||
## Nemesis
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Their adherence to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin's most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a paladin's life.
|
||||
|
||||
Your paladin character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became a paladin, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?
|
||||
|
||||
**Nemesis**
|
||||
|
||||
| dice: d6 | Nemesis |
|
||||
|----------|---------|
|
||||
| 1 | A mighty orc war chief who threatens to overrun and destroy everything you hold sacred |
|
||||
| 2 | A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate |
|
||||
| 3 | A dragon whose servants dog your steps |
|
||||
| 4 | A high priest who sees you as a misguided fool and wants you to abandon your religion |
|
||||
| 5 | A rival paladin who trained with you but became an oath-breaker and holds you responsible |
|
||||
| 6 | A vampire who has sworn revenge against all paladins after being defeated by one |
|
||||
^nemesis
|
||||
|
||||
## Temptation
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling.
|
||||
|
||||
What is the temptation that your character succumbs to or finds it difficult to resist?
|
||||
|
||||
**Temptation**
|
||||
|
||||
| dice: d6 | Temptation |
|
||||
|----------|------------|
|
||||
| 1 | Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you'll regret. |
|
||||
| 2 | Pride. Your deeds are noteworthy, and no one takes note of them more often than you. |
|
||||
| 3 | Lust. You can't resist an attractive face and a pleasant smile. |
|
||||
| 4 | Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don't compare to theirs. |
|
||||
| 5 | Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory. |
|
||||
| 6 | Greed. Regardless of how much glory and treasure you amass, it's never enough for you. |
|
||||
^temptation
|
||||
|
||||
## Class Features
|
||||
|
||||
### Divine Sense (Level 1)
|
||||
|
||||
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](compendium/spells/hallow.md) 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 (Level 1)
|
||||
|
||||
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.
|
||||
|
||||
### Divine Smite (Level 2)
|
||||
|
||||
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is `2d8` for a 1st-level spell slot, plus `1d8` for each spell level higher than 1st, to a maximum of `5d8`. The damage increases by `1d8` if the target is an undead or a fiend, to a maximum of `6d8`.
|
||||
|
||||
### Fighting Style (Level 2)
|
||||
|
||||
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
|
||||
|
||||
- [Defense](compendium/optional-features/defense.md)
|
||||
- [Dueling](compendium/optional-features/dueling.md)
|
||||
- [Great Weapon Fighting](compendium/optional-features/great-weapon-fighting.md)
|
||||
- [Protection](compendium/optional-features/protection.md)
|
||||
|
||||
### Spellcasting (Level 2)
|
||||
|
||||
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See "chapter 10" for the general rules of spellcasting and "chapter 11" for the paladin spell list.
|
||||
|
||||
#### Preparing and Casting Spells
|
||||
|
||||
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
|
||||
|
||||
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell [cure wounds](compendium/spells/cure-wounds.md), you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
|
||||
|
||||
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Charisma modifier
|
||||
|
||||
**Spell attack modifier**: your proficiency bonus + your Charisma modifier
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use a holy symbol as a spellcasting focus for your paladin spells.
|
||||
|
||||
### Divine Health (Level 3)
|
||||
|
||||
By 3rd level, the divine magic flowing through you makes you immune to disease.
|
||||
|
||||
### Sacred Oath (Level 3)
|
||||
|
||||
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.
|
||||
|
||||
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
|
||||
|
||||
#### Oath Spells
|
||||
|
||||
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
|
||||
|
||||
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
|
||||
|
||||
### Channel Divinity (Level 3)
|
||||
|
||||
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
|
||||
|
||||
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
|
||||
|
||||
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
|
||||
|
||||
> [!note] Breaking Your Oath
|
||||
>
|
||||
> A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
|
||||
>
|
||||
> A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
|
||||
>
|
||||
> If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.
|
||||
^breaking-your-oath
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Extra Attack (Level 5)
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the [Attack](rules/actions.md#Attack) action on your turn.
|
||||
|
||||
### Aura of Protection (Level 6)
|
||||
|
||||
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
|
||||
|
||||
At 18th level, the range of this aura increases to 30 feet.
|
||||
|
||||
### Sacred Oath feature (Level 7)
|
||||
|
||||
At 7th level, you gain a feature granted to you by your Sacred Oath.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Aura of Courage (Level 10)
|
||||
|
||||
Starting at 10th level, you and friendly creatures within 10 feet of you can't be [frightened](rules/conditions.md#frightened) while you are conscious.
|
||||
|
||||
At 18th level, the range of this aura increases to 30 feet.
|
||||
|
||||
### Improved Divine Smite (Level 11)
|
||||
|
||||
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra `1d8` radiant damage.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Cleansing Touch (Level 14)
|
||||
|
||||
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
|
||||
|
||||
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
|
||||
|
||||
### Sacred Oath feature (Level 15)
|
||||
|
||||
At 15th level, you gain a feature granted to you by your Sacred Oath.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Aura improvements (Level 18)
|
||||
|
||||
At 18th level, the range of your Aura of Protection increases to 30 feet.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Sacred Oath feature (Level 20)
|
||||
|
||||
At 20th level, you gain a feature granted to you by your Sacred Oath.
|
||||
|
||||
## Optional Features
|
||||
|
||||
> [!example]- Fighting Style, Paladin
|
||||
> 
|
||||
^list-fighting-style-paladin
|
78
compendium/classes/ranger-hunter.md
Normal file
78
compendium/classes/ranger-hunter.md
Normal file
|
@ -0,0 +1,78 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/ranger/hunter
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Hunter"]
|
||||
---
|
||||
# Hunter
|
||||
*[Ranger](ranger.md): Ranger Archetype*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Hunter (Level 3)
|
||||
|
||||
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 (Level 3)
|
||||
|
||||
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 (Level 7)
|
||||
|
||||
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](rules/conditions.md#frightened).
|
||||
|
||||
### Multiattack (Level 11)
|
||||
|
||||
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 (Level 15)
|
||||
|
||||
At 15th level, you gain one of the following features of your choice.
|
||||
|
||||
- **Evasion**
|
||||
|
||||
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a [lightning bolt](compendium/spells/lightning-bolt.md) spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
|
||||
|
||||
- **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.
|
366
compendium/classes/ranger.md
Normal file
366
compendium/classes/ranger.md
Normal file
|
@ -0,0 +1,366 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/ranger
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Ranger"]
|
||||
---
|
||||
# Ranger
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Favored Enemy](#Favored%20Enemy%20(Level%201)), [Natural Explorer](#Natural%20Explorer%20(Level%201)) |
|
||||
> | 2nd | +2 | [Fighting Style](#Fighting%20Style%20(Level%202)), [Spellcasting](#Spellcasting%20(Level%202)) |
|
||||
> | 3rd | +2 | [Ranger Archetype](#Ranger%20Archetype%20(Level%203)), [Primeval Awareness](#Primeval%20Awareness%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | [Extra Attack](#Extra%20Attack%20(Level%205)) |
|
||||
> | 6th | +3 | [Favored Enemy and Natural Explorer improvements](#Favored%20Enemy%20and%20Natural%20Explorer%20improvements%20(Level%206)) |
|
||||
> | 7th | +3 | [Ranger Archetype feature](#Ranger%20Archetype%20feature%20(Level%207)) |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)), [Land's Stride](#Land's%20Stride%20(Level%208)) |
|
||||
> | 9th | +4 | ⏤ |
|
||||
> | 10th | +4 | [Hide in Plain Sight](#Hide%20in%20Plain%20Sight%20(Level%2010)), [Natural Explorer improvement](#Natural%20Explorer%20improvement%20(Level%2010)) |
|
||||
> | 11th | +4 | [Ranger Archetype feature](#Ranger%20Archetype%20feature%20(Level%2011)) |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | ⏤ |
|
||||
> | 14th | +5 | [Vanish](#Vanish%20(Level%2014)), [Favored Enemy improvement](#Favored%20Enemy%20improvement%20(Level%2014)) |
|
||||
> | 15th | +5 | [Ranger Archetype feature](#Ranger%20Archetype%20feature%20(Level%2015)) |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | ⏤ |
|
||||
> | 18th | +6 | [Feral Senses](#Feral%20Senses%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Foe Slayer](#Foe%20Slayer%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|
||||
> |-------|--------------|-----|-----|-----|-----|-----|
|
||||
> | 1st | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 2nd | 2 | 2 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 3rd | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 4th | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 5th | 4 | 4 | 2 | ⏤ | ⏤ | ⏤ |
|
||||
> | 6th | 4 | 4 | 2 | ⏤ | ⏤ | ⏤ |
|
||||
> | 7th | 5 | 4 | 3 | ⏤ | ⏤ | ⏤ |
|
||||
> | 8th | 5 | 4 | 3 | ⏤ | ⏤ | ⏤ |
|
||||
> | 9th | 6 | 4 | 3 | 2 | ⏤ | ⏤ |
|
||||
> | 10th | 6 | 4 | 3 | 2 | ⏤ | ⏤ |
|
||||
> | 11th | 7 | 4 | 3 | 3 | ⏤ | ⏤ |
|
||||
> | 12th | 7 | 4 | 3 | 3 | ⏤ | ⏤ |
|
||||
> | 13th | 8 | 4 | 3 | 3 | 1 | ⏤ |
|
||||
> | 14th | 8 | 4 | 3 | 3 | 1 | ⏤ |
|
||||
> | 15th | 9 | 4 | 3 | 3 | 2 | ⏤ |
|
||||
> | 16th | 9 | 4 | 3 | 3 | 2 | ⏤ |
|
||||
> | 17th | 10 | 4 | 3 | 3 | 3 | 1 |
|
||||
> | 18th | 10 | 4 | 3 | 3 | 3 | 1 |
|
||||
> | 19th | 11 | 4 | 3 | 3 | 3 | 2 |
|
||||
> | 20th | 11 | 4 | 3 | 3 | 3 | 2 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d10 per Ranger level
|
||||
- **Hit Points at First Level:** 10 + CON
|
||||
- **Hit Points at Higher Levels:** add 5 OR 1d10 + CON (minimum of 1)
|
||||
|
||||
## Starting Ranger
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Strength, Dexterity
|
||||
- **Armor**: light, medium, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple, martial
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 3 from *Animal Handling*, *Athletics*, *Insight*, *Investigation*, *Nature*, *Perception*, *Stealth*, *Survival*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) [scale mail](compendium/items/scale-mail.md) or (b) [leather armor](compendium/items/leather-armor.md)
|
||||
- (a) two [shortswords](compendium/items/shortsword.md) or (b) two simple melee weapons
|
||||
- (a) a [dungeoneer's pack](compendium/items/dungeoneers-pack.md) or (b) an [explorer's pack](compendium/items/explorers-pack.md)
|
||||
- A [longbow](compendium/items/longbow.md) and a [quiver](compendium/items/quiver.md) of [20 arrows](compendium/items/arrows-20.md)
|
||||
|
||||
Alternatively, you may start with 5d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Ranger
|
||||
|
||||
To multiclass as a Ranger, you must meet the following prerequisites:
|
||||
|
||||
- Dexterity 13
|
||||
- Wisdom 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: light, medium, [shields](compendium/items/shield.md)
|
||||
- **Weapons**: simple, martial
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 1 from *Animal Handling*, *Athletics*, *Insight*, *Investigation*, *Nature*, *Perception*, *Stealth*, *Survival*
|
||||
|
||||
## Ranger
|
||||
|
||||
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
|
||||
|
||||
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.
|
||||
|
||||
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.
|
||||
|
||||
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
|
||||
|
||||
### Deadly Hunters
|
||||
|
||||
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
|
||||
|
||||
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
|
||||
|
||||
### Independent Adventurers
|
||||
|
||||
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
|
||||
|
||||
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
|
||||
|
||||
### Creating a Ranger
|
||||
|
||||
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
|
||||
|
||||
What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.
|
||||
|
||||
> [!quote]- A quote from Soveliss
|
||||
>
|
||||
> I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together.
|
||||
|
||||
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.
|
||||
|
||||
A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.
|
||||
|
||||
If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.
|
||||
|
||||
## View of the World
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect—though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.
|
||||
|
||||
If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?
|
||||
|
||||
**View of the World**
|
||||
|
||||
| dice: d6 | View |
|
||||
|----------|------|
|
||||
| 1 | Towns and cities are the best places for those who can't survive on their own. |
|
||||
| 2 | The advancement of civilization is the best way to thwart chaos, but its reach must be monitored. |
|
||||
| 3 | Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more. |
|
||||
| 4 | Walls are for cowards, who huddle behind them while others do the work of making the world safe. |
|
||||
| 5 | Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild. |
|
||||
| 6 | Cities breed weakness by isolating folk from the harsh lessons of the wild. |
|
||||
^view-of-the-world
|
||||
|
||||
## Homelands
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.
|
||||
|
||||
Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?
|
||||
|
||||
**Homelands**
|
||||
|
||||
| dice: d6 | Homeland |
|
||||
|----------|----------|
|
||||
| 1 | You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell. |
|
||||
| 2 | As part of a group of nomads, you acquired the skills for surviving in the desert. |
|
||||
| 3 | Your early life in the Underdark prepared you for the challenges of combating its denizens. |
|
||||
| 4 | You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones. |
|
||||
| 5 | Because you grew up among the peaks, finding the best path through the mountains is second nature to you. |
|
||||
| 6 | You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice. |
|
||||
^homelands
|
||||
|
||||
## Sworn Enemy
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.
|
||||
|
||||
What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?
|
||||
|
||||
**Sworn Enemies**
|
||||
|
||||
| dice: d6 | Enemy |
|
||||
|----------|-------|
|
||||
| 1 | You seek revenge on nature's behalf for the great transgressions your foe has committed. |
|
||||
| 2 | Your forebears or predecessors fought these creatures, and so shall you. |
|
||||
| 3 | You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal. |
|
||||
| 4 | You find your foe fascinating, and you collect books of tales and history concerning it. |
|
||||
| 5 | You collect tokens of your fallen enemies to remind you of each kill. |
|
||||
| 6 | You respect your chosen enemy, and you see your battles as a test of respective skills. |
|
||||
^sworn-enemies
|
||||
|
||||
## Class Features
|
||||
|
||||
### Favored Enemy (Level 1)
|
||||
|
||||
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](compendium/bestiary/humanoid/gnoll.md) and [orcs](compendium/bestiary/humanoid/orc.md)) as favored enemies.
|
||||
|
||||
You have advantage on Wisdom ([Survival](rules/skills.md#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 (Level 1)
|
||||
|
||||
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you'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 traveling (such as foraging, navigating, or tracking), you remain alert to danger.
|
||||
- If you are traveling alone, you can move stealthily at a normal pace.
|
||||
- When you forage, you find twice as much food as you normally would.
|
||||
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
|
||||
|
||||
You choose additional favored terrain types at 6th and 10th level.
|
||||
|
||||
### Fighting Style (Level 2)
|
||||
|
||||
At 2nd level, 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](compendium/optional-features/archery.md)
|
||||
- [Defense](compendium/optional-features/defense.md)
|
||||
- [Dueling](compendium/optional-features/dueling.md)
|
||||
- [Two-Weapon Fighting](compendium/optional-features/two-weapon-fighting.md)
|
||||
|
||||
### Spellcasting (Level 2)
|
||||
|
||||
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See "chapter 10" for the general rules of spellcasting and "chapter 11" for the ranger spell list.
|
||||
|
||||
#### Spell Slots
|
||||
|
||||
The Ranger table shows how many spell slots you have to cast your ranger 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 [animal friendship](compendium/spells/animal-friendship.md) and have a 1st-level and a 2nd-level spell slot available, you can cast [animal friendship](compendium/spells/animal-friendship.md) using either slot.
|
||||
|
||||
#### Spells Known of 1st Level and Higher
|
||||
|
||||
You know two 1st-level spells of your choice from the ranger spell list.
|
||||
|
||||
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
**Spell attack modifier**: your proficiency bonus + your Wisdom modifier
|
||||
|
||||
### Ranger Archetype (Level 3)
|
||||
|
||||
At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
|
||||
|
||||
### Primeval Awareness (Level 3)
|
||||
|
||||
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Extra Attack (Level 5)
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the [Attack](rules/actions.md#Attack) action on your turn.
|
||||
|
||||
### Favored Enemy and Natural Explorer improvements (Level 6)
|
||||
|
||||
At 6th level, you gain an additional favored terrain.
|
||||
|
||||
At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.
|
||||
|
||||
### Ranger Archetype feature (Level 7)
|
||||
|
||||
At 7th level, you gain a feature granted to you by your Ranger Archetype.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Land's Stride (Level 8)
|
||||
|
||||
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
|
||||
|
||||
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the [entangle](compendium/spells/entangle.md) spell.
|
||||
|
||||
### Hide in Plain Sight (Level 10)
|
||||
|
||||
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
|
||||
|
||||
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity ([Stealth](rules/skills.md#Stealth)) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
|
||||
|
||||
### Natural Explorer improvement (Level 10)
|
||||
|
||||
You gain an additional favored terrain.
|
||||
|
||||
### Ranger Archetype feature (Level 11)
|
||||
|
||||
At 11th level, you gain a feature granted to you by your Ranger Archetype.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Vanish (Level 14)
|
||||
|
||||
Starting at 14th level, you can use the [Hide](rules/actions.md#Hide) action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
|
||||
|
||||
### Favored Enemy improvement (Level 14)
|
||||
|
||||
At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.
|
||||
|
||||
### Ranger Archetype feature (Level 15)
|
||||
|
||||
At 15th level, you gain a feature granted to you by your Ranger Archetype.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Feral Senses (Level 18)
|
||||
|
||||
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any [invisible](rules/conditions.md#invisible) creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't [blinded](rules/conditions.md#blinded) or [deafened](rules/conditions.md#deafened).
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Foe Slayer (Level 20)
|
||||
|
||||
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
|
||||
|
||||
## Optional Features
|
||||
|
||||
> [!example]- Fighting Style, Ranger
|
||||
> 
|
||||
^list-fighting-style-ranger
|
40
compendium/classes/rogue-thief.md
Normal file
40
compendium/classes/rogue-thief.md
Normal file
|
@ -0,0 +1,40 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/rogue/thief
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Thief"]
|
||||
---
|
||||
# Thief
|
||||
*[Rogue](rogue.md): Roguish Archetype*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Thief (Level 3)
|
||||
|
||||
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 (Level 3)
|
||||
|
||||
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity ([Sleight of Hand](rules/skills.md#Sleight%20of%20Hand)) check, use your [thieves' tools](compendium/items/thieves-tools.md) to disarm a trap or open a lock, or take the [Use an Object](rules/actions.md#Use%20an%20Object) action.
|
||||
|
||||
### Second-Story Work (Level 3)
|
||||
|
||||
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 (Level 9)
|
||||
|
||||
Starting at 9th level, you have advantage on a Dexterity ([Stealth](rules/skills.md#Stealth)) check if you move no more than half your speed on the same turn.
|
||||
|
||||
### Use Magic Device (Level 13)
|
||||
|
||||
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 (Level 17)
|
||||
|
||||
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.
|
321
compendium/classes/rogue.md
Normal file
321
compendium/classes/rogue.md
Normal file
|
@ -0,0 +1,321 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/rogue
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Rogue"]
|
||||
---
|
||||
# Rogue
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Expertise](#Expertise%20(Level%201)), [Sneak Attack](#Sneak%20Attack%20(Level%201)), [Thieves' Cant](#Thieves'%20Cant%20(Level%201)) |
|
||||
> | 2nd | +2 | [Cunning Action](#Cunning%20Action%20(Level%202)) |
|
||||
> | 3rd | +2 | [Roguish Archetype](#Roguish%20Archetype%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | [Uncanny Dodge](#Uncanny%20Dodge%20(Level%205)) |
|
||||
> | 6th | +3 | [Expertise](#Expertise%20(Level%206)) |
|
||||
> | 7th | +3 | [Evasion](#Evasion%20(Level%207)) |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | [Roguish Archetype feature](#Roguish%20Archetype%20feature%20(Level%209)) |
|
||||
> | 10th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2010)) |
|
||||
> | 11th | +4 | [Reliable Talent](#Reliable%20Talent%20(Level%2011)) |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | [Roguish Archetype feature](#Roguish%20Archetype%20feature%20(Level%2013)) |
|
||||
> | 14th | +5 | [Blindsense](#Blindsense%20(Level%2014)) |
|
||||
> | 15th | +5 | [Slippery Mind](#Slippery%20Mind%20(Level%2015)) |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | [Roguish Archetype feature](#Roguish%20Archetype%20feature%20(Level%2017)) |
|
||||
> | 18th | +6 | [Elusive](#Elusive%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Stroke of Luck](#Stroke%20of%20Luck%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Sneak Attack |
|
||||
> |-------|--------------|
|
||||
> | 1st | 1d6 |
|
||||
> | 2nd | 1d6 |
|
||||
> | 3rd | 2d6 |
|
||||
> | 4th | 2d6 |
|
||||
> | 5th | 3d6 |
|
||||
> | 6th | 3d6 |
|
||||
> | 7th | 4d6 |
|
||||
> | 8th | 4d6 |
|
||||
> | 9th | 5d6 |
|
||||
> | 10th | 5d6 |
|
||||
> | 11th | 6d6 |
|
||||
> | 12th | 6d6 |
|
||||
> | 13th | 7d6 |
|
||||
> | 14th | 7d6 |
|
||||
> | 15th | 8d6 |
|
||||
> | 16th | 8d6 |
|
||||
> | 17th | 9d6 |
|
||||
> | 18th | 9d6 |
|
||||
> | 19th | 10d6 |
|
||||
> | 20th | 10d6 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d8 per Rogue level
|
||||
- **Hit Points at First Level:** 8 + CON
|
||||
- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
|
||||
|
||||
## Starting Rogue
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Dexterity, Intelligence
|
||||
- **Armor**: light
|
||||
- **Weapons**: simple, [hand crossbows](compendium/items/hand-crossbow.md), [longswords](compendium/items/longsword.md), [rapiers](compendium/items/rapier.md), [shortswords](compendium/items/shortsword.md)
|
||||
- **Tools**: [thieves' tools](compendium/items/thieves-tools.md)
|
||||
- **Skills**: Choose 4 from *Acrobatics*, *Athletics*, *Deception*, *Insight*, *Intimidation*, *Investigation*, *Perception*, *Performance*, *Persuasion*, *Sleight of Hand*, *Stealth*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a [rapier](compendium/items/rapier.md) or (b) a [shortsword](compendium/items/shortsword.md)
|
||||
- (a) a [shortbow](compendium/items/shortbow.md) and [quiver](compendium/items/quiver.md) of [20 arrows](compendium/items/arrows-20.md) or (b) a [shortsword](compendium/items/shortsword.md)
|
||||
- (a) a [burglar's pack](compendium/items/burglars-pack.md), (b) a [dungeoneer's pack](compendium/items/dungeoneers-pack.md), or (c) an [explorer's pack](compendium/items/explorers-pack.md)
|
||||
- [Leather armor](compendium/items/leather-armor.md), two [daggers](compendium/items/dagger.md), and [thieves' tools](compendium/items/thieves-tools.md)
|
||||
|
||||
Alternatively, you may start with 4d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Rogue
|
||||
|
||||
To multiclass as a Rogue, you must meet the following prerequisites:
|
||||
|
||||
- Dexterity 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: light
|
||||
- **Weapons**: none
|
||||
- **Tools**: [thieves' tools](compendium/items/thieves-tools.md)
|
||||
- **Skills**: Choose 1 from *Acrobatics*, *Athletics*, *Deception*, *Insight*, *Intimidation*, *Investigation*, *Perception*, *Performance*, *Persuasion*, *Sleight of Hand*, *Stealth*
|
||||
|
||||
## Rogue
|
||||
|
||||
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.
|
||||
|
||||
A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound.
|
||||
|
||||
Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
|
||||
|
||||
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
|
||||
|
||||
### Skill and Precision
|
||||
|
||||
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
|
||||
|
||||
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
|
||||
|
||||
### A Shady Living
|
||||
|
||||
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.
|
||||
|
||||
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
|
||||
|
||||
### Creating a Rogue
|
||||
|
||||
As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
|
||||
|
||||
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.
|
||||
|
||||
> [!quote]- A quote from Barnabas Bladecutter
|
||||
>
|
||||
> People forget that the entire point of venturing down into a dusty tomb is to bring back the prizes hidden away there. Fighting is for fools. Dead men can't spend their fortunes.
|
||||
|
||||
When brute force won't get the job done, or when magic isn't available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate.
|
||||
|
||||
Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one step ahead of the law. Others are professional killers in search of a profitable application of their talents between contracts. Some simply love the thrill of overcoming any challenge that stands in their way.
|
||||
|
||||
On adventures, a rogue is likely to mix an outwardly cautious approach—few rogues enjoy combat—with a ravenous hunger for loot. Most of the time, in a rogue's mind, taking up arms against a creature is not about killing the creature but about becoming the new owner of its treasure.
|
||||
|
||||
The following sections explore certain facets of what it means to be a rogue, which you can use to add depth to your character.
|
||||
|
||||
## Guilty Pleasures
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking—an irresistible need that must be satisfied, even if doing so is risky.
|
||||
|
||||
A rogue's guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can't go through a day in the city without lifting a purse or two, just to keep in practice.
|
||||
|
||||
What's the one form of temptation that your rogue character can't resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?
|
||||
|
||||
**Guilty Pleasures**
|
||||
|
||||
| dice: d6 | Pleasure |
|
||||
|----------|----------|
|
||||
| 1 | Large gems |
|
||||
| 2 | A smile from a pretty face |
|
||||
| 3 | A new ring for your finger |
|
||||
| 4 | The chance to deflate someone's ego |
|
||||
| 5 | The finest food and drink |
|
||||
| 6 | Adding to your collection of exotic coins |
|
||||
^guilty-pleasures
|
||||
|
||||
## Adversaries
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Naturally, those who enforce the law are bound to come up against those who break it, and it's the rare rogue who isn't featured on at least one wanted poster. Beyond that, it's in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they're likely to be harder to deal with than the average member of the city watch.
|
||||
|
||||
If your character's backstory doesn't already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you've been the subject of scrutiny for a while from someone who wants to use you for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure.
|
||||
|
||||
Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?
|
||||
|
||||
**Adversaries**
|
||||
|
||||
| dice: d6 | Adversary |
|
||||
|----------|-----------|
|
||||
| 1 | The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny |
|
||||
| 2 | A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target |
|
||||
| 3 | The master of the local thieves' guild, who wants you to join the organization or leave town |
|
||||
| 4 | An art collector who uses illegal means to acquire masterpieces |
|
||||
| 5 | A fence who uses you as a messenger to set up illicit meetings |
|
||||
| 6 | The proprietor of an illegal pit fighting arena where you once took bets |
|
||||
^adversaries
|
||||
|
||||
## Benefactor
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Few rogues make it far in life before needing someone's help, which means thereafter owing that benefactor a significant debt.
|
||||
|
||||
If your character's backstory doesn't already include a personage of this sort, you could work with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited from something your benefactor did for you without realizing who was responsible, and that person has now just become known to you. Who helped you in the past, whether or not you knew it at the time, and what do you owe that person as recompense?
|
||||
|
||||
**Benefactors**
|
||||
|
||||
| dice: d6 | Benefactor |
|
||||
|----------|------------|
|
||||
| 1 | A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you owe that person an equally valuable favor. |
|
||||
| 2 | The Beggar King has hidden you from your pursuers many times, in return for future considerations. |
|
||||
| 3 | A magistrate once kept you out of jail in return for information on a powerful crime lord. |
|
||||
| 4 | Your parents used their savings to bail you out of trouble in your younger days and are now destitute. |
|
||||
| 5 | A dragon didn't eat you when it had a chance, and in return you promised to set aside choice pieces of treasure for it. |
|
||||
| 6 | A druid once helped you out of a tight spot; now any random animal you see could be that benefactor, perhaps come to claim a return favor. |
|
||||
^benefactors
|
||||
|
||||
## Class Features
|
||||
|
||||
### Expertise (Level 1)
|
||||
|
||||
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with [thieves' tools](compendium/items/thieves-tools.md). 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](compendium/items/thieves-tools.md)) to gain this benefit.
|
||||
|
||||
### Sneak Attack (Level 1)
|
||||
|
||||
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](rules/conditions.md#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 (Level 1)
|
||||
|
||||
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 (Level 2)
|
||||
|
||||
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](rules/actions.md#Dash), [Disengage](rules/actions.md#Disengage), or [Hide](rules/actions.md#Hide) action.
|
||||
|
||||
### Roguish Archetype (Level 3)
|
||||
|
||||
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Uncanny Dodge (Level 5)
|
||||
|
||||
Starting at 5th level, 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.
|
||||
|
||||
### Expertise (Level 6)
|
||||
|
||||
At 6th level, you can choose two more of your proficiencies (in skills or with [thieves' tools](compendium/items/thieves-tools.md)) to gain the benefit of Expertise.
|
||||
|
||||
### Evasion (Level 7)
|
||||
|
||||
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an [ice storm](compendium/spells/ice-storm.md) spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Roguish Archetype feature (Level 9)
|
||||
|
||||
At 9th level, you gain a feature granted by your Roguish Archetype.
|
||||
|
||||
### Ability Score Improvement (Level 10)
|
||||
|
||||
When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Reliable Talent (Level 11)
|
||||
|
||||
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a `d20` roll of 9 or lower as a 10.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Roguish Archetype feature (Level 13)
|
||||
|
||||
At 13th level, you gain a feature granted by your Roguish Archetype.
|
||||
|
||||
### Blindsense (Level 14)
|
||||
|
||||
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or [invisible](rules/conditions.md#invisible) creature within 10 feet of you.
|
||||
|
||||
### Slippery Mind (Level 15)
|
||||
|
||||
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Roguish Archetype feature (Level 17)
|
||||
|
||||
At 17th level, you gain a feature granted by your Roguish Archetype.
|
||||
|
||||
### Elusive (Level 18)
|
||||
|
||||
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't [incapacitated](rules/conditions.md#incapacitated).
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Stroke of Luck (Level 20)
|
||||
|
||||
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the `d20` roll as a 20.
|
||||
|
||||
Once you use this feature, you can't use it again until you finish a short or long rest.
|
60
compendium/classes/sorcerer-draconic-bloodline.md
Normal file
60
compendium/classes/sorcerer-draconic-bloodline.md
Normal file
|
@ -0,0 +1,60 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/sorcerer/draconic
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Draconic Bloodline"]
|
||||
---
|
||||
# Draconic Bloodline
|
||||
*[Sorcerer](sorcerer.md): Sorcerous Origin*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### Draconic Bloodline (Level 1)
|
||||
|
||||
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 (Level 1)
|
||||
|
||||
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**
|
||||
|
||||
| Dragon | Damage Type |
|
||||
|--------|-------------|
|
||||
| Black | Acid |
|
||||
| Blue | Lightning |
|
||||
| Brass | Fire |
|
||||
| Bronze | Lightning |
|
||||
| Copper | Acid |
|
||||
| Gold | Fire |
|
||||
| Green | Poison |
|
||||
| Red | Fire |
|
||||
| Silver | Cold |
|
||||
| White | Cold |
|
||||
^draconic-ancestry
|
||||
|
||||
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 (Level 1)
|
||||
|
||||
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 (Level 6)
|
||||
|
||||
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 (Level 14)
|
||||
|
||||
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 (Level 18)
|
||||
|
||||
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or [frightened](rules/conditions.md#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](rules/conditions.md#concentration) (as if you were casting a [concentration](rules/conditions.md#concentration) spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be [charmed](rules/conditions.md#charmed) (if you chose awe) or [frightened](rules/conditions.md#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.
|
367
compendium/classes/sorcerer.md
Normal file
367
compendium/classes/sorcerer.md
Normal file
|
@ -0,0 +1,367 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/sorcerer
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Sorcerer"]
|
||||
---
|
||||
# Sorcerer
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Spellcasting](#Spellcasting%20(Level%201)), [Sorcerous Origin](#Sorcerous%20Origin%20(Level%201)) |
|
||||
> | 2nd | +2 | [Font of Magic](#Font%20of%20Magic%20(Level%202)) |
|
||||
> | 3rd | +2 | [Metamagic](#Metamagic%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | ⏤ |
|
||||
> | 6th | +3 | [Sorcerous Origin feature](#Sorcerous%20Origin%20feature%20(Level%206)) |
|
||||
> | 7th | +3 | ⏤ |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | ⏤ |
|
||||
> | 10th | +4 | [Metamagic](#Metamagic%20(Level%2010)) |
|
||||
> | 11th | +4 | ⏤ |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | ⏤ |
|
||||
> | 14th | +5 | [Sorcerous Origin feature](#Sorcerous%20Origin%20feature%20(Level%2014)) |
|
||||
> | 15th | +5 | ⏤ |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | [Metamagic](#Metamagic%20(Level%2017)) |
|
||||
> | 18th | +6 | [Sorcerous Origin feature](#Sorcerous%20Origin%20feature%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Sorcerous Restoration](#Sorcerous%20Restoration%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
> |-------|----------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
> | 1st | ⏤ | 4 | 2 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 2nd | 2 | 4 | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 3rd | 3 | 4 | 4 | 4 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 4th | 4 | 5 | 5 | 4 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 5th | 5 | 5 | 6 | 4 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 6th | 6 | 5 | 7 | 4 | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 7th | 7 | 5 | 8 | 4 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 8th | 8 | 5 | 9 | 4 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 9th | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 10th | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 11th | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 12th | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 13th | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 14th | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 15th | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 16th | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 17th | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
> | 18th | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
> | 19th | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
> | 20th | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d6 per Sorcerer level
|
||||
- **Hit Points at First Level:** 6 + CON
|
||||
- **Hit Points at Higher Levels:** add 3 OR 1d6 + CON (minimum of 1)
|
||||
|
||||
## Starting Sorcerer
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Constitution, Charisma
|
||||
- **Armor**: none
|
||||
- **Weapons**: [daggers](compendium/items/dagger.md), [darts](compendium/items/dart.md), [slings](compendium/items/sling.md), [quarterstaffs](compendium/items/quarterstaff.md), [light crossbows](compendium/items/light-crossbow.md)
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 2 from *Arcana*, *Deception*, *Insight*, *Intimidation*, *Persuasion*, *Religion*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a [light crossbow](compendium/items/light-crossbow.md) and [20 bolts](compendium/items/crossbow-bolts-20.md) or (b) any simple weapon
|
||||
- (a) a [component pouch](compendium/items/component-pouch.md) or (b) an arcane focus
|
||||
- (a) a [dungeoneer's pack](compendium/items/dungeoneers-pack.md) or (b) an [explorer's pack](compendium/items/explorers-pack.md)
|
||||
- Two [daggers](compendium/items/dagger.md)
|
||||
|
||||
Alternatively, you may start with 3d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Sorcerer
|
||||
|
||||
To multiclass as a Sorcerer, you must meet the following prerequisites:
|
||||
|
||||
- Charisma 13
|
||||
|
||||
## Sorcerer
|
||||
|
||||
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
|
||||
|
||||
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
|
||||
|
||||
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
|
||||
|
||||
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
|
||||
|
||||
### Raw Magic
|
||||
|
||||
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
|
||||
|
||||
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can't name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
|
||||
|
||||
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
|
||||
|
||||
### Unexplained Powers
|
||||
|
||||
Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.
|
||||
|
||||
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
|
||||
|
||||
### Creating a Sorcerer
|
||||
|
||||
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?
|
||||
|
||||
How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the [light](compendium/spells/light.md), [prestidigitation](compendium/spells/prestidigitation.md), [ray of frost](compendium/spells/ray-of-frost.md), and [shocking grasp](compendium/spells/shocking-grasp.md) cantrips, along with the 1st-level spells [shield](compendium/spells/shield.md) and [magic missile](compendium/spells/magic-missile.md).
|
||||
|
||||
> [!quote]- A quote from Hennet, scion of Tiamat
|
||||
>
|
||||
> Practice and study are for amateurs. True power is a birthright.
|
||||
|
||||
When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared to other characters. Their power not only rests within them, but it likely takes some effort to keep it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their power thrust upon them.
|
||||
|
||||
Because the idea of an innately magical being traveling among them does not sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their less magically gifted contemporaries.
|
||||
|
||||
Sorcerers are often defined by the events surrounding the manifestation of their power. For those who receive it as an expected birthright, its appearance is a cause for celebration. Other sorcerers are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their abilities.
|
||||
|
||||
Playing a sorcerer character can be as rewarding as it is challenging. The sections below offer suggestions on how to flesh out and personalize your persona.
|
||||
|
||||
## Arcane Origins
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no particular cause.
|
||||
|
||||
Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn't know where their power arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign.
|
||||
|
||||
**Arcane Origins**
|
||||
|
||||
| dice: d6 | Origin |
|
||||
|----------|--------|
|
||||
| 1 | Your power arises from your family's bloodline. You are related to some powerful creature, or you inherited a blessing or a curse. |
|
||||
| 2 | You are the reincarnation of a being from another plane of existence. |
|
||||
| 3 | A powerful entity entered the world. Its magic changed you. |
|
||||
| 4 | Your birth was prophesied in an ancient text, and you are foretold to use your power for terrible ends. |
|
||||
| 5 | You are the product of generations of careful, selective breeding. |
|
||||
| 6 | You were made in a vat by an alchemist. |
|
||||
^arcane-origins
|
||||
|
||||
## Reaction
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
When a new sorcerer enters the world, either at birth or later when one's power becomes evident, the consequences of that event depend greatly on how its witnesses react to what they have seen.
|
||||
|
||||
When your sorcerer's powers appeared, how did the world around you respond? Were other people supportive, fearful, or somewhere in between?
|
||||
|
||||
**Reactions**
|
||||
|
||||
| dice: d6 | Reaction |
|
||||
|----------|----------|
|
||||
| 1 | Your powers are seen as a great blessing by those around you, and you are expected to use them in service to your community. |
|
||||
| 2 | Your powers caused destruction and even a death when they became evident, and you were treated as a criminal. |
|
||||
| 3 | Your neighbors hate and fear your power, causing them to shun you. |
|
||||
| 4 | You came to the attention of a sinister cult that plans on exploiting your abilities. |
|
||||
| 5 | People around you believe that your powers are a curse levied on your family for a past transgression. |
|
||||
| 6 | Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in a bloody revolt over a century ago. |
|
||||
^reactions
|
||||
|
||||
## Supernatural Mark
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
A sorcerer at rest is almost indistinguishable from a normal person; it's only when their magic flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling physical trait that sets them apart from other folk.
|
||||
|
||||
If your sorcerer has a supernatural mark, it might be one that's easily concealed, or it could be a source of pride that you keep on constant display.
|
||||
|
||||
**Supernatural Marks**
|
||||
|
||||
| dice: d6 | Mark |
|
||||
|----------|------|
|
||||
| 1 | Your eyes are an unusual color, such as red. |
|
||||
| 2 | You have an extra toe on one foot. |
|
||||
| 3 | One of your ears is noticeably larger than the other. |
|
||||
| 4 | Your hair grows at a prodigious rate. |
|
||||
| 5 | You wrinkle your nose repeatedly while you are chewing. |
|
||||
| 6 | A red splotch appears on your neck once a day, then vanishes after an hour. |
|
||||
^supernatural-marks
|
||||
|
||||
## Signs of Sorcery
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But even when one's magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from.
|
||||
|
||||
When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon?
|
||||
|
||||
**Signs of Sorcery**
|
||||
|
||||
| dice: d6 | Sign |
|
||||
|----------|------|
|
||||
| 1 | You deliver the verbal components of your spells in the booming voice of a titan. |
|
||||
| 2 | For a moment after you cast a spell, the area around you grows dark and gloomy. |
|
||||
| 3 | You sweat profusely while casting a spell and for a few seconds thereafter. |
|
||||
| 4 | Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell. |
|
||||
| 5 | If you are standing when you cast a spell, you rise six inches into the air and gently float back down. |
|
||||
| 6 | Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear. |
|
||||
^signs-of-sorcery
|
||||
|
||||
## Class Features
|
||||
|
||||
### Spellcasting (Level 1)
|
||||
|
||||
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. See "chapter 10" for the general rules of spellcasting and "chapter 11" for the sorcerer spell list.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
|
||||
|
||||
#### Spell Slots
|
||||
|
||||
The Sorcerer table shows how many spell slots you have to cast your sorcerer 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](compendium/spells/burning-hands.md) and have a 1st-level and a 2nd-level spell slot available, you can cast [burning hands](compendium/spells/burning-hands.md) using either slot.
|
||||
|
||||
#### Spells Known of 1st Level and Higher
|
||||
|
||||
You know two 1st-level spells of your choice from the sorcerer spell list.
|
||||
|
||||
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Charisma modifier
|
||||
|
||||
**Spell attack modifier**: your proficiency bonus + your Charisma modifier
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
|
||||
|
||||
### Sorcerous Origin (Level 1)
|
||||
|
||||
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.
|
||||
|
||||
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
|
||||
|
||||
### Font of Magic (Level 2)
|
||||
|
||||
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
|
||||
|
||||
### Sorcery Points (Level 2)
|
||||
|
||||
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
|
||||
|
||||
### Flexible Casting (Level 2)
|
||||
|
||||
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
|
||||
|
||||
#### Creating Spell Slots
|
||||
|
||||
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
|
||||
|
||||
**Creating Spell Slots**
|
||||
|
||||
| Spell Slot Level | Sorcery Point Cost |
|
||||
|------------------|--------------------|
|
||||
| 1st | 2 |
|
||||
| 2nd | 3 |
|
||||
| 3rd | 5 |
|
||||
| 4th | 6 |
|
||||
| 5th | 7 |
|
||||
^creating-spell-slots
|
||||
|
||||
#### Converting a Spell Slot to Sorcery Points
|
||||
|
||||
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
|
||||
|
||||
### Metamagic (Level 3)
|
||||
|
||||
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
|
||||
|
||||
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
|
||||
|
||||
- [Careful Spell](compendium/optional-features/careful-spell.md)
|
||||
- [Distant Spell](compendium/optional-features/distant-spell.md)
|
||||
- [Empowered Spell](compendium/optional-features/empowered-spell.md)
|
||||
- [Extended Spell](compendium/optional-features/extended-spell.md)
|
||||
- [Heightened Spell](compendium/optional-features/heightened-spell.md)
|
||||
- [Quickened Spell](compendium/optional-features/quickened-spell.md)
|
||||
- [Subtle Spell](compendium/optional-features/subtle-spell.md)
|
||||
- [Twinned Spell](compendium/optional-features/twinned-spell.md)
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Sorcerous Origin feature (Level 6)
|
||||
|
||||
At 6th level, you gain a feature granted by your Sorcerous Origin.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Metamagic (Level 10)
|
||||
|
||||
At 10th level, you learn an additional metamagic option.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Sorcerous Origin feature (Level 14)
|
||||
|
||||
At 14th level, you gain a feature granted by your Sorcerous Origin.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Metamagic (Level 17)
|
||||
|
||||
At 17th level, you learn an additional metamagic option.
|
||||
|
||||
### Sorcerous Origin feature (Level 18)
|
||||
|
||||
At 18th level, you gain a feature granted by your Sorcerous Origin.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Sorcerous Restoration (Level 20)
|
||||
|
||||
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
|
||||
|
||||
## Optional Features
|
||||
|
||||
> [!example]- Metamagic
|
||||
> 
|
||||
^list-metamagic
|
55
compendium/classes/warlock-the-fiend.md
Normal file
55
compendium/classes/warlock-the-fiend.md
Normal file
|
@ -0,0 +1,55 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/warlock/fiend
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["The Fiend"]
|
||||
---
|
||||
# The Fiend
|
||||
*[Warlock](warlock.md): Otherworldly Patron*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### The Fiend (Level 1)
|
||||
|
||||
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
|
||||
|
||||
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**
|
||||
|
||||
| Spell Level | Spells |
|
||||
|-------------|--------|
|
||||
| 1st | [burning hands](compendium/spells/burning-hands.md), [command](compendium/spells/command.md) |
|
||||
| 2nd | [blindness/deafness](compendium/spells/blindness-deafness.md), [scorching ray](compendium/spells/scorching-ray.md) |
|
||||
| 3rd | [fireball](compendium/spells/fireball.md), [stinking cloud](compendium/spells/stinking-cloud.md) |
|
||||
| 4th | [fire shield](compendium/spells/fire-shield.md), [wall of fire](compendium/spells/wall-of-fire.md) |
|
||||
| 5th | [flame strike](compendium/spells/flame-strike.md), [hallow](compendium/spells/hallow.md) |
|
||||
^fiend-expanded-spells
|
||||
|
||||
### Dark One's Blessing (Level 1)
|
||||
|
||||
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 (Level 6)
|
||||
|
||||
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 (Level 10)
|
||||
|
||||
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 (Level 14)
|
||||
|
||||
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.
|
348
compendium/classes/warlock.md
Normal file
348
compendium/classes/warlock.md
Normal file
|
@ -0,0 +1,348 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/warlock
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Warlock"]
|
||||
---
|
||||
# Warlock
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Pact Magic](#Pact%20Magic%20(Level%201)), [Otherworldly Patron](#Otherworldly%20Patron%20(Level%201)) |
|
||||
> | 2nd | +2 | [Eldritch Invocations](#Eldritch%20Invocations%20(Level%202)) |
|
||||
> | 3rd | +2 | [Pact Boon](#Pact%20Boon%20(Level%203)) |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | ⏤ |
|
||||
> | 6th | +3 | [Otherworldly Patron feature](#Otherworldly%20Patron%20feature%20(Level%206)) |
|
||||
> | 7th | +3 | ⏤ |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | ⏤ |
|
||||
> | 10th | +4 | [Otherworldly Patron feature](#Otherworldly%20Patron%20feature%20(Level%2010)) |
|
||||
> | 11th | +4 | [Mystic Arcanum (6th level)](#Mystic%20Arcanum%20(6th%20level)%20(Level%2011)) |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | [Mystic Arcanum (7th level)](#Mystic%20Arcanum%20(7th%20level)%20(Level%2013)) |
|
||||
> | 14th | +5 | [Otherworldly Patron feature](#Otherworldly%20Patron%20feature%20(Level%2014)) |
|
||||
> | 15th | +5 | [Mystic Arcanum (8th level)](#Mystic%20Arcanum%20(8th%20level)%20(Level%2015)) |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | [Mystic Arcanum (9th level)](#Mystic%20Arcanum%20(9th%20level)%20(Level%2017)) |
|
||||
> | 18th | +6 | ⏤ |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Eldritch Master](#Eldritch%20Master%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Cantrips Known | Spells Known | Spell Slots | Slot Level | [Invocations Known](compendium/optional-features/list-eldritch-invocation.md) |
|
||||
> |-------|----------------|--------------|-------------|------------|-------------------------------------------------------------------------------|
|
||||
> | 1st | 2 | 2 | 1 | 1st | ⏤ |
|
||||
> | 2nd | 2 | 3 | 2 | 1st | 2 |
|
||||
> | 3rd | 2 | 4 | 2 | 2nd | 2 |
|
||||
> | 4th | 3 | 5 | 2 | 2nd | 2 |
|
||||
> | 5th | 3 | 6 | 2 | 3rd | 3 |
|
||||
> | 6th | 3 | 7 | 2 | 3rd | 3 |
|
||||
> | 7th | 3 | 8 | 2 | 4th | 4 |
|
||||
> | 8th | 3 | 9 | 2 | 4th | 4 |
|
||||
> | 9th | 3 | 10 | 2 | 5th | 5 |
|
||||
> | 10th | 4 | 10 | 2 | 5th | 5 |
|
||||
> | 11th | 4 | 11 | 3 | 5th | 5 |
|
||||
> | 12th | 4 | 11 | 3 | 5th | 6 |
|
||||
> | 13th | 4 | 12 | 3 | 5th | 6 |
|
||||
> | 14th | 4 | 12 | 3 | 5th | 6 |
|
||||
> | 15th | 4 | 13 | 3 | 5th | 7 |
|
||||
> | 16th | 4 | 13 | 3 | 5th | 7 |
|
||||
> | 17th | 4 | 14 | 4 | 5th | 7 |
|
||||
> | 18th | 4 | 14 | 4 | 5th | 8 |
|
||||
> | 19th | 4 | 15 | 4 | 5th | 8 |
|
||||
> | 20th | 4 | 15 | 4 | 5th | 8 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d8 per Warlock level
|
||||
- **Hit Points at First Level:** 8 + CON
|
||||
- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
|
||||
|
||||
## Starting Warlock
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Wisdom, Charisma
|
||||
- **Armor**: light
|
||||
- **Weapons**: simple
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 2 from *Arcana*, *Deception*, *History*, *Intimidation*, *Investigation*, *Nature*, *Religion*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a [light crossbow](compendium/items/light-crossbow.md) and [20 bolts](compendium/items/crossbow-bolts-20.md) or (b) any simple weapon
|
||||
- (a) a [component pouch](compendium/items/component-pouch.md) or (b) an arcane focus
|
||||
- (a) a [scholar's pack](compendium/items/scholars-pack.md) or (b) a [dungeoneer's pack](compendium/items/dungeoneers-pack.md)
|
||||
- [Leather armor](compendium/items/leather-armor.md), any simple weapon, and two [daggers](compendium/items/dagger.md)
|
||||
|
||||
Alternatively, you may start with 4d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Warlock
|
||||
|
||||
To multiclass as a Warlock, you must meet the following prerequisites:
|
||||
|
||||
- Charisma 13
|
||||
|
||||
You gain the following proficiencies:
|
||||
|
||||
- **Armor**: light
|
||||
- **Weapons**: simple
|
||||
- **Tools**: none
|
||||
|
||||
## Warlock
|
||||
|
||||
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
|
||||
|
||||
As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.
|
||||
|
||||
Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
|
||||
|
||||
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
|
||||
|
||||
### Sworn and Beholden
|
||||
|
||||
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.
|
||||
|
||||
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
|
||||
|
||||
### Delvers into Secrets
|
||||
|
||||
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.
|
||||
|
||||
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
|
||||
|
||||
Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
|
||||
|
||||
### Creating a Warlock
|
||||
|
||||
As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?
|
||||
|
||||
Work with your DM to determine how big a part your pact will play in your character's adventuring career. Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.
|
||||
|
||||
What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron?
|
||||
|
||||
How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the [eldritch blast](compendium/spells/eldritch-blast.md) and [chill touch](compendium/spells/chill-touch.md) cantrips, along with the 1st-level spells [charm person](compendium/spells/charm-person.md) and witch bolt.
|
||||
|
||||
> [!quote]- A quote from Xarren, herald of Acamar
|
||||
>
|
||||
> You think me mad? I think true insanity is being content to live a life of mortal drudgery when knowledge and power is there for the taking in the realm beyond.
|
||||
|
||||
Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe that combination as evidence of madness. Warlocks see it as a demonstration of bravery.
|
||||
|
||||
Warlocks are defined by two elements that work in concert to forge their path into this class. The first element is the event or circumstances that led to a warlock's entering into a pact with a planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, who typically embrace a deity and that god's ethos, a warlock might have no love for a patron, or vice versa.
|
||||
|
||||
The sections that follow provide ways to embellish a warlock character that could generate some intriguing story and roleplaying opportunities.
|
||||
|
||||
## Patron's Attitude
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Every relationship is a two-way street, but in the case of warlocks and their patrons it's not necessarily true that both sides of the street are the same width or made of the same stuff. The feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated by the patron, or the two participants in the pact might view one another with opposing emotions.
|
||||
|
||||
When you determine the attitude your warlock character holds toward your patron, also consider how things look from the patron's perspective. How does your patron behave toward you? Is your patron a friend and ally, or an enemy that grants you power only because you forced a pact upon it?
|
||||
|
||||
**Patron Attitudes**
|
||||
|
||||
| dice: d6 | Attitude |
|
||||
|----------|----------|
|
||||
| 1 | Your patron has guided and helped your family for generations and is kindly toward you. |
|
||||
| 2 | Each interaction with your capricious patron is a surprise, whether pleasant or painful. |
|
||||
| 3 | Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to influence the world. |
|
||||
| 4 | Your patron is a strict disciplinarian but treats you with a measure of respect. |
|
||||
| 5 | Your patron tricked you into a pact and treats you as a slave. |
|
||||
| 6 | You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear. |
|
||||
^patron-attitudes
|
||||
|
||||
## Special Terms of the Pact
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact—what a warlock must do to receive a patron's favor—are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.
|
||||
|
||||
Does your character have a pact that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your patron hasn't imposed such a duty on you already, that's not to say it couldn't still happen.
|
||||
|
||||
**Special Terms**
|
||||
|
||||
| dice: d6 | Term |
|
||||
|----------|------|
|
||||
| 1 | When directed, you must take immediate action against a specific enemy of your patron. |
|
||||
| 2 | Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants. |
|
||||
| 3 | At least once a day, you must inscribe or carve your patron's name or symbol on the wall of a building. |
|
||||
| 4 | You must occasionally conduct bizarre rituals to maintain your pact. |
|
||||
| 5 | You can never wear the same outfit twice, since your patron finds such predictability to be boring. |
|
||||
| 6 | When you use an eldritch invocation, you must speak your patron's name aloud or risk incurring its displeasure. |
|
||||
^special-terms
|
||||
|
||||
## Binding Mark
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some fashion. A binding mark makes it clear—to those who know about such things—that the individual in question is bound to the patron's service. A warlock might take advantage of such a mark, claiming it as proof of one's pact, or might want to keep it under wraps (if possible) to avoid the difficulties it might bring.
|
||||
|
||||
If your warlock's pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?
|
||||
|
||||
**Binding Marks**
|
||||
|
||||
| dice: d6 | Mark |
|
||||
|----------|------|
|
||||
| 1 | One of your eyes looks the same as one of your patron's eyes. |
|
||||
| 2 | Each time you wake up, the small blemish on your face appears in a different place. |
|
||||
| 3 | You display outward symptoms of a disease but suffer no ill effects from it. |
|
||||
| 4 | Your tongue is an unnatural color. |
|
||||
| 5 | You have a vestigial tail. |
|
||||
| 6 | Your nose glows in the dark. |
|
||||
^binding-marks
|
||||
|
||||
## Class Features
|
||||
|
||||
### Pact Magic (Level 1)
|
||||
|
||||
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See "chapter 10" for the general rules of spellcasting and "chapter 11" for the warlock spell list.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
|
||||
|
||||
#### Spell Slots
|
||||
|
||||
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
|
||||
|
||||
#### Spells Known of 1st Level and Higher
|
||||
|
||||
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
|
||||
|
||||
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 and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Charisma modifier
|
||||
|
||||
**Spell attack modifier**: your proficiency bonus + your Charisma modifier
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use an arcane focus as a spellcasting focus for your warlock spells.
|
||||
|
||||
### Otherworldly Patron (Level 1)
|
||||
|
||||
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
|
||||
|
||||
### Eldritch Invocations (Level 2)
|
||||
|
||||
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
|
||||
|
||||
At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the [Optional Features](compendium/optional-features/list-eldritch-invocation.md) page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
|
||||
|
||||
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.
|
||||
|
||||
### Pact Boon (Level 3)
|
||||
|
||||
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
|
||||
|
||||
- [Pact of the Chain](compendium/optional-features/pact-of-the-chain.md)
|
||||
- [Pact of the Blade](compendium/optional-features/pact-of-the-blade.md)
|
||||
- [Pact of the Tome](compendium/optional-features/pact-of-the-tome.md)
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Otherworldly Patron feature (Level 6)
|
||||
|
||||
At 6th level, you gain a feature granted by your Otherworldly Patron.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Otherworldly Patron feature (Level 10)
|
||||
|
||||
At 10th level, you gain a feature granted by your Otherworldly Patron.
|
||||
|
||||
### Mystic Arcanum (6th level) (Level 11)
|
||||
|
||||
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
|
||||
|
||||
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
|
||||
|
||||
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Mystic Arcanum (7th level) (Level 13)
|
||||
|
||||
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
|
||||
|
||||
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
|
||||
|
||||
### Otherworldly Patron feature (Level 14)
|
||||
|
||||
At 14th level, you gain a feature granted by your Otherworldly Patron.
|
||||
|
||||
### Mystic Arcanum (8th level) (Level 15)
|
||||
|
||||
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
|
||||
|
||||
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Mystic Arcanum (9th level) (Level 17)
|
||||
|
||||
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
|
||||
|
||||
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Eldritch Master (Level 20)
|
||||
|
||||
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
|
||||
|
||||
## Optional Features
|
||||
|
||||
> [!example]- Eldritch Invocation
|
||||
> 
|
||||
^list-eldritch-invocation
|
||||
|
||||
> [!example]- Pact Boon
|
||||
> 
|
||||
^list-pact-boon
|
40
compendium/classes/wizard-school-of-evocation.md
Normal file
40
compendium/classes/wizard-school-of-evocation.md
Normal file
|
@ -0,0 +1,40 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/wizard/evocation
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["School of Evocation"]
|
||||
---
|
||||
# School of Evocation
|
||||
*[Wizard](wizard.md): Arcane Tradition*
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
|
||||
## Class Features
|
||||
|
||||
### School of Evocation (Level 2)
|
||||
|
||||
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 (Level 2)
|
||||
|
||||
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 (Level 2)
|
||||
|
||||
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 (Level 6)
|
||||
|
||||
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 (Level 10)
|
||||
|
||||
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
|
||||
|
||||
### Overchannel (Level 14)
|
||||
|
||||
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.
|
325
compendium/classes/wizard.md
Normal file
325
compendium/classes/wizard.md
Normal file
|
@ -0,0 +1,325 @@
|
|||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-class
|
||||
tags:
|
||||
- class/wizard
|
||||
- compendium/src/5e/phb
|
||||
aliases: ["Wizard"]
|
||||
---
|
||||
# Wizard
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
> [!tldr]- Feature progression
|
||||
>
|
||||
> | Level | PB | Features |
|
||||
> |-------|----|----------|
|
||||
> | 1st | +2 | [Arcane Recovery](#Arcane%20Recovery%20(Level%201)), [Spellcasting](#Spellcasting%20(Level%201)) |
|
||||
> | 2nd | +2 | [Arcane Tradition](#Arcane%20Tradition%20(Level%202)) |
|
||||
> | 3rd | +2 | ⏤ |
|
||||
> | 4th | +2 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%204)) |
|
||||
> | 5th | +3 | ⏤ |
|
||||
> | 6th | +3 | [Arcane Tradition feature](#Arcane%20Tradition%20feature%20(Level%206)) |
|
||||
> | 7th | +3 | ⏤ |
|
||||
> | 8th | +3 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%208)) |
|
||||
> | 9th | +4 | ⏤ |
|
||||
> | 10th | +4 | [Arcane Tradition feature](#Arcane%20Tradition%20feature%20(Level%2010)) |
|
||||
> | 11th | +4 | ⏤ |
|
||||
> | 12th | +4 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2012)) |
|
||||
> | 13th | +5 | ⏤ |
|
||||
> | 14th | +5 | [Arcane Tradition feature](#Arcane%20Tradition%20feature%20(Level%2014)) |
|
||||
> | 15th | +5 | ⏤ |
|
||||
> | 16th | +5 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2016)) |
|
||||
> | 17th | +6 | ⏤ |
|
||||
> | 18th | +6 | [Spell Mastery](#Spell%20Mastery%20(Level%2018)) |
|
||||
> | 19th | +6 | [Ability Score Improvement](#Ability%20Score%20Improvement%20(Level%2019)) |
|
||||
> | 20th | +6 | [Signature Spells](#Signature%20Spells%20(Level%2020)) |
|
||||
>
|
||||
> - PB: Proficiency Bonus
|
||||
^feature-progression
|
||||
|
||||
> [!tldr]- Class progression
|
||||
>
|
||||
> | Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
> |-------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
> | 1st | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 2nd | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 3rd | 3 | 4 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 4th | 4 | 4 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 5th | 4 | 4 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 6th | 4 | 4 | 3 | 3 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 7th | 4 | 4 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 8th | 4 | 4 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 9th | 4 | 4 | 3 | 3 | 3 | 1 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 10th | 5 | 4 | 3 | 3 | 3 | 2 | ⏤ | ⏤ | ⏤ | ⏤ |
|
||||
> | 11th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 12th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | ⏤ | ⏤ | ⏤ |
|
||||
> | 13th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 14th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ⏤ | ⏤ |
|
||||
> | 15th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 16th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ⏤ |
|
||||
> | 17th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
> | 18th | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
> | 19th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
> | 20th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
>
|
||||
> - 1st-9th: Spell slots per level
|
||||
^class-progression
|
||||
|
||||
## Hit Points
|
||||
|
||||
- **Hit Dice**: 1d6 per Wizard level
|
||||
- **Hit Points at First Level:** 6 + CON
|
||||
- **Hit Points at Higher Levels:** add 3 OR 1d6 + CON (minimum of 1)
|
||||
|
||||
## Starting Wizard
|
||||
|
||||
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
|
||||
|
||||
- **Saving Throws**: Intelligence, Wisdom
|
||||
- **Armor**: none
|
||||
- **Weapons**: [daggers](compendium/items/dagger.md), [darts](compendium/items/dart.md), [slings](compendium/items/sling.md), [quarterstaffs](compendium/items/quarterstaff.md), [light crossbows](compendium/items/light-crossbow.md)
|
||||
- **Tools**: none
|
||||
- **Skills**: Choose 2 from *Arcana*, *History*, *Insight*, *Investigation*, *Medicine*, *Religion*
|
||||
|
||||
You begin play with the following equipment, in addition to any equipment provided by your background.
|
||||
|
||||
- (a) a [quarterstaff](compendium/items/quarterstaff.md) or (b) a [dagger](compendium/items/dagger.md)
|
||||
- (a) a [component pouch](compendium/items/component-pouch.md) or (b) an arcane focus
|
||||
- (a) a [scholar's pack](compendium/items/scholars-pack.md) or (b) an [explorer's pack](compendium/items/explorers-pack.md)
|
||||
- A [spellbook](compendium/items/spellbook.md)
|
||||
|
||||
Alternatively, you may start with 4d4 × 10 gp and choose your own equipment.
|
||||
|
||||
## Multiclassing Wizard
|
||||
|
||||
To multiclass as a Wizard, you must meet the following prerequisites:
|
||||
|
||||
- Intelligence 13
|
||||
|
||||
## Wizard
|
||||
|
||||
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
|
||||
|
||||
Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.
|
||||
|
||||
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
|
||||
|
||||
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
|
||||
|
||||
### Scholars of the Arcane
|
||||
|
||||
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.
|
||||
|
||||
Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
|
||||
|
||||
### The Lure of Knowledge
|
||||
|
||||
Wizards' lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.
|
||||
|
||||
But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
|
||||
|
||||
### Creating a Wizard
|
||||
|
||||
Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?
|
||||
|
||||
What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger.
|
||||
|
||||
#### Quick Build
|
||||
|
||||
You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the [mage hand](compendium/spells/mage-hand.md), [light](compendium/spells/light.md), and [ray of frost](compendium/spells/ray-of-frost.md) cantrips, along with the following 1st-level spells for your spellbook: [burning hands](compendium/spells/burning-hands.md), [charm person](compendium/spells/charm-person.md), [feather fall](compendium/spells/feather-fall.md), [mage armor](compendium/spells/mage-armor.md), [magic missile](compendium/spells/magic-missile.md), and [sleep](compendium/spells/sleep.md).
|
||||
|
||||
> [!quote]- A quote from Gimble the illusionist
|
||||
>
|
||||
> Wizardry requires understanding. The knowledge of how and why magic works, and our efforts to broaden that understanding, have brought about the key advances in civilization over the centuries.
|
||||
|
||||
Only a select few people in the world are wielders of magic. Of all those, wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.
|
||||
|
||||
The price that wizards pay for their mastery is that most valuable of commodities: time. It takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one's own mind. For adventuring wizards and other spellcasters who aspire to the highest echelons of the profession, the studying never ends, nor does the quest for knowledge and power.
|
||||
|
||||
If you're playing a wizard, take advantage of the opportunity to make your character more than just a stereotypical spell-slinger. Use the advice that follows to add some intriguing details to how your wizard interacts with the world.
|
||||
|
||||
## Spellbook
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Your wizard character's most prized possession—your spellbook—might be an innocuous-looking volume whose covers show no hint of what's inside. Or you might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don't own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of manufacture.
|
||||
|
||||
**Spellbooks**
|
||||
|
||||
| dice: d6 | Spellbook |
|
||||
|----------|-----------|
|
||||
| 1 | A tome with pages that are thin sheets of metal, spells etched into them with acid |
|
||||
| 2 | Long straps of leather on which spells are written, wrapped around a staff for ease of transport |
|
||||
| 3 | A battered tome filled with pictographs that only you can understand |
|
||||
| 4 | Small stones inscribed with spells and kept in a cloth bag |
|
||||
| 5 | A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its pages |
|
||||
| 6 | A tome full of black pages whose writing is visible only in dim light or darkness |
|
||||
^spellbooks
|
||||
|
||||
## Ambition
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Few aspiring wizards undertake the study of magic without some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.
|
||||
|
||||
Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven't given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.
|
||||
|
||||
**Ambitions**
|
||||
|
||||
| dice: d6 | Ambition |
|
||||
|----------|----------|
|
||||
| 1 | You will prove that the gods aren't as powerful as folk believe. |
|
||||
| 2 | Immortality is the end goal of your studies. |
|
||||
| 3 | If you can fully understand magic, you can unlock its use for all and usher in an era of equality. |
|
||||
| 4 | Magic is a dangerous tool. You use it to protect what you treasure. |
|
||||
| 5 | Arcane power must be taken away from those who would abuse it. |
|
||||
| 6 | You will become the greatest wizard the world has seen in generations. |
|
||||
^ambitions
|
||||
|
||||
## Eccentricity
|
||||
_Source: Xanathar's Guide to Everything_
|
||||
|
||||
Endless hours of solitary study and research can have a negative effect on anyone's social skills. Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.
|
||||
|
||||
If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?
|
||||
|
||||
**Eccentricities**
|
||||
|
||||
| dice: d6 | Eccentricity |
|
||||
|----------|--------------|
|
||||
| 1 | You have the habit of tapping your foot incessantly, which often annoys those around you. |
|
||||
| 2 | Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. |
|
||||
| 3 | You never enter a room without looking to see what's hanging from the ceiling. |
|
||||
| 4 | Your most prized possession is a dead worm that you keep inside a potion vial. |
|
||||
| 5 | When you want people to leave you alone, you start talking to yourself. That usually does the trick. |
|
||||
| 6 | Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar. |
|
||||
^eccentricities
|
||||
|
||||
## Class Features
|
||||
|
||||
### Arcane Recovery (Level 1)
|
||||
|
||||
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
|
||||
|
||||
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.
|
||||
|
||||
You can recover either a 2nd-level spell slot or two 1st-level spell slots.
|
||||
|
||||
### Spellcasting (Level 1)
|
||||
|
||||
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See "chapter 10" for the general rules of spellcasting and "chapter 11" for the wizard spell list.
|
||||
|
||||
#### 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
|
||||
|
||||
The Wizard table shows how many spell slots you have to cast your wizard 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](compendium/spells/magic-missile.md), you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
|
||||
|
||||
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC**: 8 + your proficiency bonus + your Intelligence modifier
|
||||
|
||||
**Spell attack modifier**: your proficiency bonus + your Intelligence modifier
|
||||
|
||||
#### Ritual Casting
|
||||
|
||||
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use an arcane focus as a spellcasting focus for your wizard spells.
|
||||
|
||||
#### Learning Spells of 1st Level and Higher
|
||||
|
||||
Each time you gain a wizard level, you can 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 on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").
|
||||
|
||||
> [!note] Your Spellbook
|
||||
>
|
||||
> 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.
|
||||
>
|
||||
> A spellbook doesn't contain cantrips.
|
||||
>
|
||||
> **.** **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 a 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 material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
|
||||
>
|
||||
> **Copying from a Spell Scroll.** A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence ([Arcana](rules/skills.md#Arcana)) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
|
||||
>
|
||||
> **.** **Replacing the Book.** You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
|
||||
>
|
||||
> If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
|
||||
>
|
||||
> **.** **The Book's Appearance.** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
|
||||
^your-spellbook
|
||||
|
||||
### Arcane Tradition (Level 2)
|
||||
|
||||
When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
|
||||
|
||||
### Ability Score Improvement (Level 4)
|
||||
|
||||
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Arcane Tradition feature (Level 6)
|
||||
|
||||
At 6th level, you gain a feature granted by your Arcane Tradition.
|
||||
|
||||
### Ability Score Improvement (Level 8)
|
||||
|
||||
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Arcane Tradition feature (Level 10)
|
||||
|
||||
At 10th level, you gain a feature granted by your Arcane Tradition.
|
||||
|
||||
### Ability Score Improvement (Level 12)
|
||||
|
||||
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Arcane Tradition feature (Level 14)
|
||||
|
||||
At 14th level, you gain a feature granted by your Arcane Tradition.
|
||||
|
||||
### Ability Score Improvement (Level 16)
|
||||
|
||||
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Spell Mastery (Level 18)
|
||||
|
||||
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
|
||||
|
||||
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
|
||||
|
||||
### Ability Score Improvement (Level 19)
|
||||
|
||||
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
If your DM allows the use of feats, you may instead take a feat.
|
||||
|
||||
### Signature Spells (Level 20)
|
||||
|
||||
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
|
||||
|
||||
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
|
Loading…
Add table
Add a link
Reference in a new issue