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{"_id":"ApderXorDQrmo4tQ","name":"Primal Paths","content":"<h2>Path of the Ancestral Guardian</h2>\n<p>Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.</p>\n<p>Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.</p>\n<p>@Compendium[5e-content.all-subclasses.esodT7Lczh9uqZ1m]{Path of the Ancestral Guardian}</p>\n<p> </p>\n<h2>Path of the Beast</h2>\n<p>Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.</p>\n<p>Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.</p>\n<p>@Compendium[5e-content.all-subclasses.fhcH0e896ib8d9CI]{Path of the Beast}</p>\n<p> </p>\n<h2>Path of the Berserker</h2>\n<p>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.</p>\n<p>@Compendium[5e-content.all-subclasses.Hswy9jethgDDyM32]{Path of the Berserker}</p>\n<p> </p>\n<h2>Path of the Storm Herald</h2>\n<p>All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.</p>\n<p>Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.</p>\n<p>@Compendium[5e-content.all-subclasses.LjLUEu7lCIdnHlgF]{Path of the Storm Herald}</p>\n<p> </p>\n<h2>Path of the Totem Warrior</h2>\n<p>The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.</p>\n<p>Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.</p>\n<p>@Compendium[5e-content.all-subclasses.541v1NOQ7D8zJItN]{Path of the Totem Warrior}</p>\n<p> </p>\n<h2>Path of the Zealot</h2>\n<p>Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.</p>\n<p>A variety of gods across the worlds of D&amp;D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.</p>\n<p>@Compendium[5e-content.all-subclasses.vA1lVonApaxQLhsZ]{Path of the Zealot}</p>\n<p> </p>\n<h2>Path of Wild Magic</h2>\n<p>Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.</p>\n<p>@Compendium[5e-content.all-subclasses.SG945cfFKExv8dly]{Path of Wild Magic}</p>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"JournalEntry.V1dT6Jz4jC61fVjJ"}}}
{"_id":"DwXovq9fY1Ta87sq","name":"Bard Colleges","content":"<h2>College of Creation</h2>\n<p>Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: \"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.\"</p>\n<p style=\"font-size:14px\">@Compendium[5e-content.all-subclasses.VYm31TiMk4A4CWmJ]{College of Creation}</p>\n<p style=\"font-size:14px\"> </p>\n<h2>College of Eloquence</h2>\n<p style=\"font-size:14px\">Adherents of the College of Eloquence master the art of oratory. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.</p>\n<p style=\"font-size:14px\">@Compendium[5e-content.all-subclasses.pJCnkjOvdqB0pLfP]{College of Eloquence}</p>\n<p style=\"font-size:14px\"> </p>\n<h2>College of Glamour</h2>\n<p style=\"font-size:14px\">The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.</p>\n<p style=\"font-size:14px\">The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.</p>\n<p style=\"font-size:14px\">@Compendium[5e-content.all-subclasses.8UoaXGYnpu5PpM3r]{College of Glamour}</p>\n<p style=\"font-size:14px\"> </p>\n<h2>College of Lore</h2>\n<p style=\"font-size:14px\">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.</p>\n<p style=\"font-size:14px\">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.</p>\n<p style=\"font-size:14px\">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.</p>\n<p style=\"font-size:14px\">@Compendium[5e-content.all-subclasses.yiE0be2ZLCagUkAK]{College of Lore}</p>\n<p style=\"font-size:14px\"> </p>\n<h2>College of Swords</h2>\n<p>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.<br /><br />Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.<br /><br />Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.</p>\n<p>@Compendium[5e-content.all-subclasses.kbHsQK8GslV0Di9R]{College of Swords}</p>\n<p> </p>\n<h2>College of Valor</h2>\n<p>Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.</p>\n<p>@Compendium[5e-content.all-subclasses.qUJlPMQqOBuOjqqM]{College of Valor}</p>\n<p> </p>\n<h2>College of Whispers</h2>\n<p>Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.<br /><br />Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.</p>\n<p>@Compendium[5e-content.all-subclasses.EYi72FyIQE62jGV8]{College of Whispers}</p>","folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"JournalEntry.dQmXJpVDWLPL2fZv"}}}
{"_id":"HnxNuaWT4Y1c9vmO","name":"Artificer Infusions","content":"<p>Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.</p>\n<p>Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.</p>\n<p>Unless an infusion's description says otherwise, you can't learn an infusion more than once.</p>\n<p> </p>\n<p>Level 1</p>\n<p>@Compendium[5e-content.all-class-features.JfIg5UzVA5TTfyfx]{Armor of Magical Strength}</p>\n<p>@Compendium[5e-content.all-class-features.VNdwqAZhU9GgMM3x]{Enhanced Arcane Focus}</p>\n<p>@Compendium[5e-content.all-class-features.V07ui8aRgvqrxedt]{Enhanced Defense}</p>\n<p>@Compendium[5e-content.all-class-features.Y7vWToGsHG0evaTE]{Enhanced Weapon}</p>\n<p>@Compendium[5e-content.all-class-features.GYmLwo2Yf6KN2NBb]{Homunculus Servant}</p>\n<p>@Compendium[5e-content.all-class-features.NhLueIoCLRzLl2xB]{Mind Sharpener}</p>\n<p>@Compendium[5e-content.all-class-features.FEFVHsBNVMw52lez]{Repeating Shot}</p>\n<p>@Compendium[5e-content.all-class-features.2HKwE6XwG8L8LzfT]{Replicate Magic Item}</p>\n<p>@Compendium[5e-content.all-class-features.lj1ZoNzpScqmHTiw]{Returning Weapon}</p>\n<p> </p>\n<p>Level 6</p>\n<p>@Compendium[5e-content.all-class-features.uKcyku1mgcSs1Xqv]{Boots of the Winding Path}</p>\n<p>@Compendium[5e-content.all-class-features.N6mmoMT49312tLpW]{Radiant Weapon}</p>\n<p>@Compendium[5e-content.all-class-features.qUxBKAiIbEfbhtLs]{Repulsion Shield}</p>\n<p>@Compendium[5e-content.all-class-features.j7K7LTwyl4d2v7Rs]{Resistant Armor}</p>\n<p>@Compendium[5e-content.all-class-features.ydDVkUJq7rkb8kD8]{Spell-Refueling Ring}</p>\n<p> </p>\n<p>Level 10</p>\n<p>@Compendium[5e-content.all-class-features.zPJ6TcP1s1xfl9Pf]{Helm of Awareness}</p>\n<p> </p>\n<p>Level 14</p>\n<p>@Compendium[5e-content.all-class-features.9qpt81mUWEgjhOjA]{Arcane Propulsion Armor}</p>","folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"JournalEntry.LnnK4Q4M0YkAgBcI"}}}
{"_id":"R4E8ruQHC81JJtcR","name":"Divine Domains","content":"<h2>Divine Domains</h2>\n<p>In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.</p>\n<p>Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.</p>\n<p>Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.</p>\n<h2>Arcana Domain</h2>\n<p>Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wieldersees fit.</p>\n<p>The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.</p>\n<p>@Compendium[5e-content.all-subclasses.51aX6XzwxZZuLMxv]{Arcana Domain}</p>\n<p> </p>\n<h2>Death Domain</h2>\n<p>The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).</p>\n<p>@Compendium[5e-content.all-subclasses.tcDAC3amA15RWaY1]{Death Domain}</p>\n<p> </p>\n<h2>Forge Domain</h2>\n<p>The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.</p>\n<p>@Compendium[5e-content.all-subclasses.kC9qPdE98pHWy07X]{Forge Domain}</p>\n<p> </p>\n<h2>Grave Domain</h2>\n<p>Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.</p>\n<p>@Compendium[5e-content.all-subclasses.Vwp0pU68F9nvN9rP]{Grave Domain}</p>\n<p> </p>\n<h2>Knowledge Domain</h2>\n<p>The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.</p>\n<p>@Compendium[5e-content.all-subclasses.OrAD0UFqcVi5R1Zn]{Knowledge Domain}</p>\n<p> </p>\n<h2>Life Domain</h2>\n<p>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).</p>\n<p>@Compendium[5e-content.all-subclasses.XaCpfNip8EKNQOxM]{Life Domain}</p>\n<p> </p>\n<h2>Light Domain</h2>\n<p>Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.</p>\n<p>@Compendium[5e-content.all-subclasses.x2HWwKzi0s8C81oF]{Light Domain}</p>\n<p> </p>\n<h2>Nature Domain</h2>\n<p>Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.</p>\n<p>@Compendium[5e-content.all-subclasses.Pq4KCaDwVoYTG0BV]{Nature Domain}</p>\n<p> </p>\n<h2>Order Domain</h2>\n<p>The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.</p>\n<p>Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.</p>\n<h5>Order Deities</h5>\n<table>\n<thead>\n<tr>\n<th>Example Deity</th>\n<th>Pantheon</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Aureon</td>\n<td>Eberron</td>\n</tr>\n<tr>\n<td>Bane</td>\n<td>Forgotten Realms</td>\n</tr>\n<tr>\n<td>Majere</td>\n<td>Dragonlance</td>\n</tr>\n<tr>\n<td>Pholtus</td>\n<td>Greyhawk</td>\n</tr>\n<tr>\n<td>Tyr</td>\n<td>Forgotten Realms</td>\n</tr>\n<tr>\n<td>Wee Jas</td>\n<td>Greyhawk</td>\n</tr>\n</tbody>\n</table>\n<p>@Compendium[5e-content.all-subclasses.OjlnR2tMoVmMn3xA]{Order Domain}</p>\n<p> </p>\n<h2>Peace Domain</h2>\n<p>The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.</p>\n<p>Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.</p>\n<h5>Peace Deities</h5>\n<table>\n<thead>\n<tr>\n<th>Example Deity</th>\n<th>Pantheon</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Angharradh</td>\n<td>Elven</td>\n</tr>\n<tr>\n<td>Berronar Truesilver</td>\n<td>Dwarven</td>\n</tr>\n<tr>\n<td>Boldrei</td>\n<td>Eberron</td>\n</tr>\n<tr>\n<td>Cyrrollalee</td>\n<td>Halfling</td>\n</tr>\n<tr>\n<td>Eldath</td>\n<td>Forgotten Realms</td>\n</tr>\n<tr>\n<td>Gaerdal Ironhand</td>\n<td>Gnomish</td>\n</tr>\n<tr>\n<td>Paladine</td>\n<td>Dragonlance</td>\n</tr>\n<tr>\n<td>Rao</td>\n<td>Greyhawk</td>\n</tr>\n</tbody>\n</table>\n<p>@Compendium[5e-content.all-subclasses.j31oTAW7KtPTwXTz]{Peace Domain}</p>\n<p> </p>\n<h2>Tempest Domain</h2>\n<p>Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.</p>\n<p>@Compendium[5e-content.all-subclasses.RMC05in2ClbBTLHS]{Tempest Domain}</p>\n<p> </p>\n<h2>Trickery Domain</h2>\n<p>Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.</p>\n<p>@Compendium[5e-content.all-subclasses.2622XKnSoxClbuy7]{Trickery Domain}</p>\n<p> </p>\n<h2>Twilight Domain</h2>\n<p>The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.</p>\n<p>Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.</p>\n<h5>Twilight Deities</h5>\n<table>\n<thead>\n<tr>\n<th>Example Deity</th>\n<th>Pantheon</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Boldrei</td>\n<td>Eberron</td>\n</tr>\n<tr>\n<td>Celestian</td>\n<td>Greyhawk</td>\n</tr>\n<tr>\n<td>Dol Arrah</td>\n<td>Eberron</td>\n</tr>\n<tr>\n<td>Helm</td>\n<td>Forgotten Realms</td>\n</tr>\n<tr>\n<td>Ilmater</td>\n<td>Forgotten Realms</td>\n</tr>\n<tr>\n<td>Mishakal</td>\n<td>Dragonlance</td>\n</tr>\n<tr>\n<td>Selûne</td>\n<td>Forgotten Realms</td>\n</tr>\n<tr>\n<td>Yondalla</td>\n<td>Halfling</td>\n</tr>\n</tbody>\n</table>\n<p>@Compendium[5e-content.all-subclasses.qBxVIN3mzJ7nNOtM]{Twilight Domain}</p>\n<p> </p>\n<h2>War Domain</h2>\n<p>War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.</p>\n<p>@Compendium[5e-content.all-subclasses.I5MKxN7T2b7qB0va]{War Domain}</p>","folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"JournalEntry.BIKogNpcl9XgFKAP"}}}
{"name":"Druid Circles","content":"<p>Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.</p>\n<p>At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.</p>\n<h2>Circle of Dreams</h2>\n<p>Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.</p>\n<p>@Compendium[5e-content.all-subclasses.z6PHVnfQMZYLIC3R]{Circle of Dreams}</p>\n<p> </p>\n<h2>Circle of Spores</h2>\n<p>Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.</p>\n<p>These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.</p>\n<p>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.</p>\n<p>@Compendium[5e-content.all-subclasses.7J3Hyt0k4ib7WbQ2]{Circle of Spores}</p>\n<p> </p>\n<h2>Circle of Stars</h2>\n<p>The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.</p>\n<p>Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.</p>\n<p>@Compendium[5e-content.all-subclasses.ot7y41i59hfsdh0g]{Circle of Stars}</p>\n<p> </p>\n<h2>Circle of the Land</h2>\n<p>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.</p>\n<p>@Compendium[5e-content.all-subclasses.E5tF7tf3nEkMJA1h]{Circle of the Land}</p>\n<p> </p>\n<h2>Circle of the Moon</h2>\n<p>Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.</p>\n<p>Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.</p>\n<p>@Compendium[5e-content.all-subclasses.I5wTVOgwIFhinqDV]{Circle of the Moon}</p>\n<p> </p>\n<h2>Circle of the Shepherd</h2>\n<p>Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.</p>\n<p>Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.</p>\n<p>@Compendium[5e-content.all-subclasses.nTfPI2eKHfo1eHGA]{Circle of the Shepherd}</p>\n<p> </p>\n<h2>Circle of Wildfire</h2>\n<p>Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.</p>\n<p>@Compendium[5e-content.all-subclasses.lQsPc7GPYMuAFEcq]{Circle of Wildfire}</p>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"qKAAaZ61TFGokRMU":3},"flags":{"core":{"sourceId":"JournalEntry.xmYa0xzCeWmVqu1f"}},"_id":"TKBDseXSZEOgnV6K"}
{"_id":"hVU0Kncrk7xxt1yi","name":"Artificer Specialities","content":"<h2>Alchemist</h2>\n<p>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.</p>\n<p>@Compendium[5e-content.all-subclasses.m54b78Mp3Mx0jsKY]{Alchemist}</p>\n<p> </p>\n<h2>Armorer</h2>\n<p>An Artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The Artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.</p>\n<p>@Compendium[5e-content.all-subclasses.FMxoPYDnYnp0ZtDF]{Armorer}</p>\n<p> </p>\n<h2>Artillerist</h2>\n<p>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.</p>\n<p>@Compendium[5e-content.all-subclasses.beMXanyyywODPSIo]{Artillerist}</p>\n<p> </p>\n<h2>Battle Smith</h2>\n<p>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender{LINK}, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.</p>\n<p>@Compendium[5e-content.all-subclasses.VIWLU8VgdplOx8d7]{Battle Smith}</p>","folder":null,"sort":0,"permission":{"default":0,"xh2d7KZPCRuncEWz":3},"flags":{"core":{"sourceId":"JournalEntry.47hcgP4PkmpagoL9"}}}