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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"}}}
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{"_id":"FPh7XBs9tuqZ6frE","name":"Roguish Archetypes","content":"<h2>Arcane Trickster</h2>\n<p>Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of<span class=\"No-Break\"> adventurers.</span></p>\n<p><span class=\"No-Break\">@Compendium[5e-content.all-subclasses.TAEz1PVQvDlHx9iB]{Arcane Trickster}</span></p>\n<h2>Assassin</h2>\n<p>You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.</p>\n<p>@Compendium[5e-content.all-subclasses.LNAFqKsPWbGYOmoi]{Assassin}</p>\n<h2>Inquisitive</h2>\n<p>As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.</p>\n<p>@Compendium[5e-content.all-subclasses.2b0blcRFCrvLdYup]{Inquisitive}</p>\n<h2>Mastermind</h2>\n<p>Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.</p>\n<p>@Compendium[5e-content.all-subclasses.AIxJgpxVRaDDpMyf]{Mastermind}</p>\n<h2>Phantom</h2>\n<p>Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.</p>\n<p>Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.</p>\n<p>How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?</p>\n<p>@Compendium[5e-content.all-subclasses.T5Kw49aPgEYluI38]{Phantom}</p>\n<h2>Scout</h2>\n<p>You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.</p>\n<p>@Compendium[5e-content.all-subclasses.cQk5MEGRlZdH3QKH]{Scout}</p>\n<h2>Soulknife</h2>\n<p>Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.</p>\n<p>Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.</p>\n<p>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.</p>\n<p>@Compendium[5e-content.all-subclasses.F2oBorgBJ6JmzeO4]{Soulknife}</p>\n<h2>Swashbuckler</h2>\n<p>You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.</p>\n<p>A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.</p>\n<p>@Compendium[5e-content.all-subclasses.RO3xJremHZSIecTJ]{Swashbuckler}</p>\n<h2>Thief</h2>\n<p>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.</p>\n<p>@Compendium[5e-content.all-subclasses.4dbqpmSnfKCVfbEi]{Thief}</p>","img":null,"folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.ie26DsD7WAfFACVL"}}}
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{"_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"}}}
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{"name":"Monastic Traditions","content":"<p>Many traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor multiple traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.</p>\n<p> </p>\n<h2 id=\"WayofMercy\">Way of Mercy</h2>\n<p>Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.</p>\n<p>Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.</p>\n<p>The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.</p>\n<p>@Compendium[5e-content.all-subclasses.JPTKuB157dWDocO7]{Way of Mercy}</p>\n<p> </p>\n<h2 id=\"WayofShadow\">Way of Shadow</h2>\n<p class=\"Core-Styles_Core-Body\">Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of th<span class=\"No-Break\">eir students.</span></p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.FBJMNjG090d3CYHv]{Way of Shadow}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"WayoftheAscendantDragon\">Way of the Ascendant Dragon</h2>\n<p>The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.</p>\n<p>As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.xqAAdycBN1kv4tS4]{Way of the Ascendant Dragon}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"WayoftheAstralSelf\">Way of the Astral Self</h2>\n<p>A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.</p>\n<blockquote>\n<p><strong>FORMS OF YOUR ASTRAL SELF</strong></p>\n<p>The astral self is a translucent embodiment of the monk’s soul. As a result, an astral self can reflect aspects of a monk’s background, ideals, flaws, and bonds, and an astral self doesn’t necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur—the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc’s soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.</p>\n<p>When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.yrD2sMQ2bjURLEqx]{Way of the Astral Self}</p>\n<p> </p>\n<h2 id=\"WayoftheCobaltSoul\">Way of the Cobalt Soul</h2>\n<p>Driven by the pursuit of knowledge and their worship of the Knowing Mentor, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.</p>\n<p>The monks of the Cobalt Soul are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.</p>\n<p>@Compendium[5e-content.all-subclasses.TXdPUe1Rp9ZPVW1f]{Way of the Cobalt Soul}</p>\n<p> </p>\n<h2 id=\"WayoftheDrunkenMaster\">Way of the Drunken Master</h2>\n<p class=\"Core-Styles_Core-Body\">The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.</p>\n<p class=\"Core-Styles_Core-Body\">A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.zF7fNUHmclSZPsfO]{Way of the Drunken Master}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"WayoftheFourElements\">Way of the Four Elements</h2>\n<p class=\"Core-Styles_Core-Body\">You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the eleme<span class=\"No-Break\">nts together.</span></p>\n<p class=\"Core-Styles_Core-Body\">Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cr<span class=\"No-Break\">esting waves.</span></p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.8bkSJ1J2f8GLToCC]{Way of the Four Elements}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"WayoftheKensei\">Way of the Kensei</h2>\n<p class=\"Core-Styles_Core-Body\">Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.</p>\n<p class=\"Core-Styles_Core-Body\">A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.iKBwyRrc6uRsLXJL]{Way of the Kensei}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"WayoftheLongDeath\">Way of the Long Death</h2>\n<p>Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fight<span class=\"No-Break\">ing style.</span></p>\n<p>@Compendium[5e-content.all-subclasses.81da60DDUhnvUfCf]{Way of the Long Death}</p>\n<p> </p>\n<h2 id=\"WayoftheOpenHand\">Way of the Open Hand</h2>\n<p class=\"Core-Styles_Core-Body\">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 th<span class=\"No-Break\">em from harm.</span></p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.zVgYdsUIOdo2Zy11]{Way of the Open Hand}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"WayoftheSunSoul\">Way of the Sun Soul</h2>\n<p id=\"WayoftheSunSoul\" class=\"quick-menu-exclude compendium-hr\">Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.</p>\n<p class=\"quick-menu-exclude compendium-hr\">@Compendium[5e-content.all-subclasses.quj38fEMRj0Jga7N]{Way of the Sun Soul}</p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.Z6UCs43XtNsGnGao"}},"_id":"JRErTL28kXu9QxXl"}
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{"_id":"N67ugS7dUPnTpnn4","name":"Sorcerous Origins","content":"<p>Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline below or one from another source.</p>\n<h2>Aberrant Mind</h2>\n<p>An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?</p>\n<p>As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.</p>\n<h3>Aberrant Origins</h3>\n<table style=\"width:99.9766%\">\n<thead>\n<tr>\n<th style=\"width:4.15196%;text-align:center\">d6</th>\n<th style=\"width:95.8435%\">Origin</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td style=\"width:4.15196%;text-align:center\">1</td>\n<td style=\"width:95.8435%\">You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.</td>\n</tr>\n<tr>\n<td style=\"width:4.15196%;text-align:center\">2</td>\n<td style=\"width:95.8435%\">A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.</td>\n</tr>\n<tr>\n<td style=\"width:4.15196%;text-align:center\">3</td>\n<td style=\"width:95.8435%\">You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.</td>\n</tr>\n<tr>\n<td style=\"width:4.15196%;text-align:center\">4</td>\n<td style=\"width:95.8435%\">You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.</td>\n</tr>\n<tr>\n<td style=\"width:4.15196%;text-align:center\">5</td>\n<td style=\"width:95.8435%\">As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.</td>\n</tr>\n<tr>\n<td style=\"width:4.15196%;text-align:center\">6</td>\n<td style=\"width:95.8435%\">Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!</td>\n</tr>\n</tbody>\n</table>\n<p>@Compendium[5e-content.all-subclasses.g70RSDHYRI7A5O22]{Aberrant Mind}</p>\n<h2>Clockwork Soul</h2>\n<p>The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.</p>\n<p>@Compendium[5e-content.all-subclasses.qn11f8nTGBZHEefb]{Clockwork Soul}</p>\n<h2 id=\"DivineSoul\">Divine Soul</h2>\n<p>Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.</p>\n<p>A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.</p>\n<p>In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.</p>\n<p>@Compendium[5e-content.all-subclasses.uHX83SBDxUd9lLkm]{Divine Soul}</p>\n<h2>Draconic Bloodline</h2>\n<p>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.</p>\n<p>@Compendium[5e-content.all-subclasses.7q7lUjQE4e5RRY84]{Draconic Bloodline}</p>\n<h2>Shadow Magic</h2>\n<p>You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.</p>\n<p>The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.</p>\n<h3 id=\"ShadowSorcererQuirks\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Shadow Sorcerer Quirks</h3>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\" style=\"width:99.9746%\">\n<thead>\n<tr>\n<th style=\"width:3.4371%;text-align:center\">d6</th>\n<th style=\"width:96.417%\">Quirk</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td style=\"width:3.4371%;text-align:center\">1</td>\n<td style=\"width:96.417%\">You are always icy cold to the touch.</td>\n</tr>\n<tr>\n<td style=\"width:3.4371%;text-align:center\">2</td>\n<td style=\"width:96.417%\">When you are asleep, you don’t appear to breathe (though you must still breathe to survive).</td>\n</tr>\n<tr>\n<td style=\"width:3.4371%;text-align:center\">3</td>\n<td style=\"width:96.417%\">You barely bleed, even when badly injured.</td>\n</tr>\n<tr>\n<td style=\"width:3.4371%;text-align:center\">4</td>\n<td style=\"width:96.417%\">Your heart beats once per minute. This event sometimes surprises you.</td>\n</tr>\n<tr>\n<td style=\"width:3.4371%;text-align:center\">5</td>\n<td style=\"width:96.417%\">You have trouble remembering that living creatures and corpses should be treated differently.</td>\n</tr>\n<tr>\n<td style=\"width:3.4371%;text-align:center\">6</td>\n<td style=\"width:96.417%\">You blinked. Once. Last week.</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p>@Compendium[5e-content.all-subclasses.KPC011XRTHKdWSuk]{Shadow Magic}</p>\n<h2>Storm Sorcery</h2>\n<p>Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.</p>\n<p>Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.</p>\n<p>@Compendium[5e-content.all-subclasses.DNV9WHG423Dkr6BJ]{Storm Sorcery}</p>\n<h2>Wild Magic</h2>\n<p>Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting fo<span class=\"No-Break\">r any outlet.</span></p>\n<p><span class=\"No-Break\">@Compendium[5e-content.all-subclasses.DGuzrMWRNupVCqPw]{Wild Magic}</span></p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.RmfuzuWTmF3r2fR2"}}}
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{"_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"}}}
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{"_id":"TKBDseXSZEOgnV6K","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"}}}
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{"_id":"WOp2S5tvdeZOpDf3","name":"Maneuvers","content":"<h3>@Compendium[5e-content.maneuvers.m20r9khiYzxCcNA8]{Ambush}</h3>\n<p>When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.</p>\n<h3>@Compendium[5e-content.maneuvers.bsmp2NB4Pqdco2EP]{Bait and Switch}</h3>\n<p>When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.</p>\n<p>Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.</p>\n<h3>@Compendium[5e-content.maneuvers.ChZsLKSMZLK53yoa]{Brace}</h3>\n<p>When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.</p>\n<h3>@Compendium[5e-content.maneuvers.kktgOeW1qq5TVPU2]{Commander’s Strike}</h3>\n<p>When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.</p>\n<h3>@Compendium[5e-content.maneuvers.e8sbQAiFzOThG5mw]{Commanding Presence}</h3>\n<p>When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.</p>\n<h3>@Compendium[5e-content.maneuvers.1YL2283rqPTAsjC4]{Disarming Attack}</h3>\n<p>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.</p>\n<h3>@Compendium[5e-content.maneuvers.GRjJU7AxrPJf9tKt]{Distracting Strike}</h3>\n<p>When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.</p>\n<h3>@Compendium[5e-content.maneuvers.txb4S2TCVywMdZNr]{Evasive Footwork}</h3>\n<p>When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.</p>\n<h3>@Compendium[5e-content.maneuvers.NlOHgXFyYjRd7dAt]{Feinting Attack}</h3>\n<p>You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.</p>\n<h3>@Compendium[5e-content.maneuvers.qZ3oZ3jUj5fbQY6m]{Goading Attack}</h3>\n<p>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.</p>\n<h3>@Compendium[5e-content.maneuvers.0IFO7Qm1aqPUehWa]{Grappling Strike}</h3>\n<p>Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.</p>\n<h3>@Compendium[5e-content.maneuvers.9bAuTXDKr8PBVyjs]{Lunging Attack}</h3>\n<p>When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.</p>\n<h3>@Compendium[5e-content.maneuvers.CVJSsXExGQJ0J39j]{Maneuvering Attack}</h3>\n<p>When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.</p>\n<h3>@Compendium[5e-content.maneuvers.Clbpnib1WOSUU9In]{Menacing Attack}</h3>\n<p>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.</p>\n<h3>@Compendium[5e-content.maneuvers.Yk3YG6cmXhyxkVsI]{Parry}</h3>\n<p>When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.</p>\n<h3>@Compendium[5e-content.maneuvers.jk9VvHuVyxk38uMi]{Precision Attack}</h3>\n<p>When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.</p>\n<h3>@Compendium[5e-content.maneuvers.IMZLmzgOISS2rmJ6]{Pushing Attack}</h3>\n<p>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.</p>\n<h3>@Compendium[5e-content.maneuvers.HKuUBklztopU0Q2X]{Quick Toss}</h3>\n<p>As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.</p>\n<h3>@Compendium[5e-content.maneuvers.U1rf0fmWWTEEEhEc]{Rally}</h3>\n<p>On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.</p>\n<h3>@Compendium[5e-content.maneuvers.ytgfgqFVeCjbZmO1]{Riposte}</h3>\n<p>When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.</p>\n<h3>@Compendium[5e-content.maneuvers.ohQnDV6quemCKh9s]{Sweeping Attack}</h3>\n<p>When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.</p>\n<h3>@Compendium[5e-content.maneuvers.MIvtI8edYaUgITnP]{Tactical Assessment}</h3>\n<p>When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.</p>\n<h3>@Compendium[5e-content.maneuvers.Rp4YnMP5SrVoySjc]{Trip Attack}</h3>\n<p>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.</p>","folder":null,"sort":0,"permission":{"default":0,"qKAAaZ61TFGokRMU":3},"flags":{"core":{"sourceId":"JournalEntry.R7tDIXzm3YgR3rpj"}}}
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{"name":"Rune Knight Runes","content":"<p><strong><em>@Compendium[5e-content.all-class-features.Usye5fWRzInBttTj]{Cloud Rune}</em></strong> This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.</p>\n<p>In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.</p>\n<p><strong>@Compendium[5e-content.all-class-features.szE5VSk3R1DwgCcJ]{Fire Rune}</strong> This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</p>\n<p>In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.</p>\n<p><strong><em>@Compendium[5e-content.all-class-features.RILqPx0knqjphYrK]{Frost Rune}</em></strong> This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.</p>\n<p>In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.</p>\n<p><strong><em>@Compendium[5e-content.all-class-features.LzGwTH3SdEm7hsKh]{Stone Rune}</em></strong> This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.</p>\n<p>In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.</p>\n<p><strong><em>@Compendium[5e-content.all-class-features.LaLtM1Lc9Q0Yyhnn]{Hill Rune} (7th Level or Higher).</em></strong> This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.</p>\n<p>In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.</p>\n<p><strong><em>@Compendium[5e-content.all-class-features.ZPnZsK82aTkfmxdv]{Storm Rune} (7th Level or Higher).</em></strong> Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.</p>\n<p>In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.</p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.sBNfbEK00C5pPI33"}},"_id":"Zh6Wn3cDY3bBf2g3"}
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{"_id":"ajfFlfVHlu1Y8PX7","name":"Martial Archetypes","content":"<h2 id=\"MartialArchetypes\">Martial Archetypes</h2>\n<p>Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.</p>\n<h2 id=\"ArcaneArcher\">Arcane Archer</h2>\n<p class=\"Core-Styles_Core-Body\">An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.V6RID4tSCyzhXBVb]{Arcane Archer}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"BattleMaster\">Battle Master</h2>\n<p class=\"Core-Styles_Core-Body\">Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill a<span class=\"No-Break\">nd knowledge.</span></p>\n<p class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">@Compendium[5e-content.all-subclasses.M9UidYtv9Y5fPacs]{Battle Master}</span></p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Cavalier\">Cavalier</h2>\n<p class=\"Core-Styles_Core-Body\">The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.xXFUIHUzqNTBZSey]{Cavalier}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Champion\">Champion</h2>\n<p class=\"Core-Styles_Core-Body\">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 devas<span class=\"No-Break\">tating blows.</span></p>\n<p class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">@Compendium[5e-content.all-subclasses.JcncqnLb8prvEnNE]{Champion}</span></p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"EchoKnight\">Echo Knight</h2>\n<p>A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.</p>\n<p>@Compendium[5e-content.all-subclasses.XIiVobxW91G9p6L9]{Echo Knight}</p>\n<p> </p>\n<h2 id=\"EldritchKnight\">Eldritch Knight</h2>\n<p class=\"Core-Styles_Core-Body\">The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in<span class=\"No-Break\"> a spellbook.</span></p>\n<p class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">@Compendium[5e-content.all-subclasses.bdVGylVIR761p1SK]{Eldritch Knight}</span></p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Gunslinger\">Gunslinger</h2>\n<p>Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.</p>\n<p>However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.</p>\n<p>This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.</p>\n<p>Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.</p>\n<p>@Compendium[5e-content.all-subclasses.gSlw1RfjWOu1YAcU]{Gunslinger}</p>\n<p> </p>\n<h2 id=\"PsiWarrior\">Psi Warrior</h2>\n<p>Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.</p>\n<p>As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.</p>\n<p>@Compendium[5e-content.all-subclasses.lEMnDVGPj8HCYPc1]{Psi Warrior}</p>\n<p> </p>\n<h2 id=\"RuneKnight\">Rune Knight</h2>\n<p>Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.</p>\n<p>@Compendium[5e-content.all-subclasses.hyl4oxZMhVAFyh5i]{Rune Knight}</p>\n<p> </p>\n<h2 id=\"Samurai\">Samurai</h2>\n<p class=\"Core-Styles_Core-Body\">The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.d9y7qT8It84tBwO8]{Samurai}</p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.zB97tSr1bVk8no4Q"}}}
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{"_id":"dyJfb3VZSXlEMyol","name":"Otherworldly Patrons","content":"<p>The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.</p>\n<p>Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.</p>\n<h2 id=\"TheArchfey\">The Archfey</h2>\n<p>Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and <span class=\"No-Break\">ancient hags.</span></p>\n<p>@Compendium[5e-content.all-subclasses.sBEdZMQSitwkWxlC]{The Archfey}</p>\n<h2>The Celestial</h2>\n<p>Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.</p>\n<p>Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.</p>\n<p>@Compendium[5e-content.all-subclasses.RcEZ79KLGN9GdHOe]{The Celestial}</p>\n<h2>The Fathomless</h2>\n<p>You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?</p>\n<p>Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.</p>\n<p>Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.</p>\n<p>@Compendium[5e-content.all-subclasses.CGScVRv4IFsNwUmL]{The Fathomless}</p>\n<h2>The Fiend</h2>\n<p>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 t<span class=\"No-Break\">he yugoloths.</span></p>\n<p>@Compendium[5e-content.all-subclasses.CGD90EmqO86Vr9T3]{The Fiend}</p>\n<h2>The Genie</h2>\n<p>You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.</p>\n<h4>Genie Kind</h4>\n<p>You choose your patron’s kind or determine it randomly, using the Genie Kind table.</p>\n<table>\n<thead>\n<tr>\n<th>d4</th>\n<th>Kind</th>\n<th>Element</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Dao</td>\n<td>Earth</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Djinni</td>\n<td>Air</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Efreeti</td>\n<td>Fire</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Marid</td>\n<td>Water</td>\n</tr>\n</tbody>\n</table>\n<p>@Compendium[5e-content.all-subclasses.6x4mDIqTwUyawGF2]{The Genie}</p>\n<h2>The Great Old One</h2>\n<p>Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your m<span class=\"No-Break\">agic from it.</span></p>\n<p>Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfatho<span class=\"No-Break\">mable beings.</span></p>\n<p>@Compendium[5e-content.all-subclasses.sUUDL1VaAe35ZUOr]{The Great Old One}</p>\n<h2>The Hexblade</h2>\n<p>You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.</p>\n<p>Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.</p>\n<p>@Compendium[5e-content.all-subclasses.wPK73kkRB1vhA445]{The Hexblade}</p>\n<h2>The Undying</h2>\n<p>Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fista<span class=\"No-Break\">ndantalus.</span></p>\n<p>In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther.</p>\n<p>@Compendium[5e-content.all-subclasses.AbCy3VIbZmTJp3qP]{The Undying}</p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.3uMxrcUVIZPllShp"}}}
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{"name":"Trick Shots","content":"<h3> </h3>\n<h3>@Compendium[5e-content.all-class-features.yHi2wlys6PSep6zP]{Bullying Shot}</h3>\n<p>You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.</p>\n<p> </p>\n<h3>@Compendium[5e-content.all-class-features.qAJgFfMSHYW3ZRwB]{Dazing Shot}</h3>\n<p>When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.</p>\n<p> </p>\n<h3>@Compendium[5e-content.all-class-features.MK3RPTZAkcg7ALhp]{Deadeye Shot}</h3>\n<p>When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.</p>\n<p> </p>\n<h3>@Compendium[5e-content.all-class-features.qQXRSeYEy2KzzdXg]{Disarming Shot}</h3>\n<p>When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.</p>\n<p> </p>\n<h3>@Compendium[5e-content.all-class-features.NOh92IqFEsrughkL]{Forceful Shot}</h3>\n<p>When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.</p>\n<p> </p>\n<h3>@Compendium[5e-content.all-class-features.HB4741oPhomaUxxu]{Piercing Shot}</h3>\n<p>When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.</p>\n<p> </p>\n<h3>@Compendium[5e-content.all-class-features.JY2HzAaTBF7PeAqu]{Violent Shot}</h3>\n<p>When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.</p>\n<p> </p>\n<h3>@Compendium[5e-content.all-class-features.EYN1ULKm0VOMOQQO]{Winging Shot}</h3>\n<p>When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.</p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.3OfDdqrEZzdzleOp"}},"_id":"gVsiqEhicIjJDvxA"}
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{"_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"}}}
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{"_id":"kMmoz5bRGULZQr8M","name":"Arcane Shot Options","content":"<h2 id=\"ArcaneShotOptions-682\">Arcane Shot Options</h2>\n<p class=\"Core-Styles_Core-Body\">The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.</p>\n<p class=\"Core-Styles_Core-Body\">If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.</p>\n<h3>@Compendium[5e-content.all-class-features.2sV5g58qxHKSq8hx]{Banishing Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.</p>\n<p class=\"Core-Styles_Core-Body\">After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.</p>\n<h3>@Compendium[5e-content.all-class-features.lFntjdVKPN5YfTpG]{Beguiling Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.</p>\n<p class=\"Core-Styles_Core-Body\">The psychic damage increases to 4d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.lQfnfTSL3HgY8Ul6]{Bursting Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.</p>\n<p class=\"Core-Styles_Core-Body\">The force damage increases to 4d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.WFccUHy5FLXWlfcc]{Enfeebling Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.</p>\n<p class=\"Core-Styles_Core-Body\">The necrotic damage increases to 4d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.TvhhoQx09d0BkIuH]{Grasping Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.</p>\n<p class=\"Core-Styles_Core-Body\">The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.0WgDqBcnhOwuEdYY]{Piercing Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.</p>\n<p class=\"Core-Styles_Core-Body\">The piercing damage increases to 2d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.3IfLL2WfwQTrQ7qX]{Seeking Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.</p>\n<p class=\"Core-Styles_Core-Body\">The force damage increases to 2d6 when you reach 18th level in this class.</p>\n<h3>@Compendium[5e-content.all-class-features.qI94uTZ8HkkrH5db]{Shadow Arrow}</h3>\n<p class=\"Core-Styles_Core-Body\">You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.</p>\n<p class=\"Core-Styles_Core-Body\">The psychic damage increases to 4d6 when you reach 18th level in this class.</p>","folder":null,"sort":0,"permission":{"default":0,"qKAAaZ61TFGokRMU":3},"flags":{"core":{"sourceId":"JournalEntry.tPI1f8e11Qr6OWoD"}}}
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{"_id":"vUGi60kae9ODSMMp","name":"Ranger Archetypes","content":"<h2 id=\"BeastMaster\">Beast Master</h2>\n<p class=\"Core-Styles_Core-Body\">The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wild<span class=\"No-Break\">erness alike.</span></p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.GTDGvO3IP63q07Nv]{Beast Master}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Drakewarden\">Drakewarden</h2>\n<p>Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.</p>\n<p>Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.</p>\n<h3 id=\"DrakewardenOrigin\" class=\"quick-menu-exclude compendium-hr\">Drakewarden Origin</h3>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\" style=\"width:99.1549%\">\n<thead>\n<tr>\n<th style=\"width:4.95347%\">d6</th>\n<th style=\"width:95.0878%\">Origin</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">1</td>\n<td style=\"width:95.0878%\">You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">2</td>\n<td style=\"width:95.0878%\">A secret order of rangers who collect and guard draconic lore taught you their ways.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">3</td>\n<td style=\"width:95.0878%\">A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">4</td>\n<td style=\"width:95.0878%\">You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">5</td>\n<td style=\"width:95.0878%\">An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</td>\n</tr>\n<tr>\n<td style=\"width:4.95347%;text-align:center\">6</td>\n<td style=\"width:95.0878%\">You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.p52LA68mltAHOhho]{Drakewarden}</p>\n<h4 id=\"DraconicGift-4821750\"></h4>\n<p> </p>\n<h2 id=\"FeyWanderer\">Fey Wanderer</h2>\n<p>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</p>\n<p>@Compendium[5e-content.all-subclasses.llsjb3umTOULzfrq]{Fey Wanderer}</p>\n<p> </p>\n<h2 id=\"GloomStalker\">Gloom Stalker</h2>\n<p class=\"Core-Styles_Core-Body\">Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.LVUi3sbOLfatbjdY]{Gloom Stalker}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"HorizonWalker\">Horizon Walker</h2>\n<p class=\"Core-Styles_Core-Body\">Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.QkZC2m8vHnCnhsE2]{Horizon Walker}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Hunter\">Hunter</h2>\n<p class=\"Core-Styles_Core-Body\">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 terrif<span class=\"No-Break\">ying dragons.</span></p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.CY5QysymC64z6WZB]{Hunter}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"MonsterSlayer\">Monster Slayer</h2>\n<p class=\"Core-Styles_Core-Body\">You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.</p>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.VOmdNLE6ijZlBDHk]{Monster Slayer}</p>\n<p class=\"Core-Styles_Core-Body\"> </p>\n<h2 id=\"Swarmkeeper\">Swarmkeeper</h2>\n<p>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</p>\n<blockquote>\n<p>A Swarmkeeper’s swarm and spells are reflections of the character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in chapter 3 of <em>Tasha's Cauldron of Everything</em>.</p>\n<p>Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!</p>\n</blockquote>\n<p class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.GRfJ41gnXpGkfR6H]{Swarmkeeper}</p>\n<h4 id=\"GatheredSwarm-2991401\"></h4>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.SazbBFkXLtCwmJRA"}}}
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William Travis committed
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{"_id":"vaCXleDK8UpavZ6a","name":"Sacred Oaths","content":"<p class=\"Core-Styles_Core-Body\">Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.</p>\n<p> </p>\n<div class=\"subitems-list-details\">\n<div class=\"subitems-list-details-item\">\n<h2 id=\"OathofConquest\">Oath of Conquest</h2>\n<p class=\"Core-Styles_Core-Body\">The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.</p>\n<p class=\"Core-Styles_Core-Body\">Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.</p>\n<blockquote>\n<p class=\"compendium-hr\"><strong>TENETS OF CONQUEST</strong></p>\n<p class=\"Core-Styles_Core-Body\">A paladin who takes this oath has the tenets of conquest seared on the upper arm.</p>\n<p><strong>Douse the Flame of Hope.</strong> It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.</p>\n<p><strong>Rule with an Iron Fist.</strong> Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.</p>\n<p><strong>Strength Above All.</strong> You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.</p>\n</blockquote>\n<h4 class=\"Core-Styles_Core-Body\">@Compendium[5e-content.all-subclasses.3MUhBC4QAUCj5tGk]{Oath of Conquest}</h4>\n<p> </p>\n<h2 id=\"OathofDevotion\">Oath of Devotion</h2>\n<p class=\"Core-Styles_Core-Body\">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 c<span class=\"No-Break\">oats of arms.</span></p>\n<blockquote>\n<p class=\"compendium-hr\"><strong>TENETS OF DEVOTION</strong></p>\n<p class=\"Core-Styles_Core-Body\">Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share <span class=\"No-Break\">these tenets.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Honesty.</strong> Don’t lie or cheat. Let your word be <span class=\"No-Break\">your promise.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Courage.</strong> Never fear to act, though cau<span class=\"No-Break\">tion is wise.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Compassion.</strong> Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it<span class=\"No-Break\"> with wisdom.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Honor.</strong> Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least am<span class=\"No-Break\">ount of harm.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Duty.</strong> Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just author<span class=\"No-Break\">ity over you.</span></p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.OvICq1t3JxueXfDe]{Oath of Devotion}</p>\n<p> </p>\n<h4 id=\"ChannelDivinity-279\"></h4>\n<h2 id=\"OathofGlory\">Oath of Glory</h2>\n<p>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.</p>\n<blockquote>\n<p><strong>TENETS OF GLORY</strong></p>\n<p>The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.</p>\n<p><strong>Actions over Words.</strong> Strive to be known by glorious deeds, not words.</p>\n<p><strong>Challenges Are but Tests.</strong> Face hardships with courage, and encourage your allies to face them with you.</p>\n<p><strong>Hone the Body.</strong> Like raw stone, your body must be worked so its potential can be realized.</p>\n<p><strong>Discipline the Soul.</strong> You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.o30djdpEPjSqafDm]{Oath of Glory}</p>\n<p> </p>\n<h4 id=\"OathSpells-2203084\"></h4>\n<h2 id=\"OathofRedemption\">Oath of Redemption</h2>\n<p class=\"Core-Styles_Core-Body\">The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.</p>\n<p class=\"Core-Styles_Core-Body\">While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.</p>\n<blockquote>\n<p class=\"compendium-hr\"><strong>TENETS OF REDEMPTION</strong></p>\n<p>The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.</p>\n<p><strong>Peace.</strong> Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.</p>\n<p><strong>Innocence.</strong> All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.</p>\n<p><strong>Patience.</strong> Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.</p>\n<p><strong>Wisdom.</strong> Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.deeLK42bookGibqt]{Oath of Redemption}</p>\n<h4 class=\"quick-menu-exclude compendium-hr\"> </h4>\n<h2 id=\"OathoftheAncients\">Oath of the Ancients</h2>\n<p>The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.</p>\n<blockquote>\n<p><strong>TENETS OF THE ANCIENTS</strong></p>\n<p>The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.</p>\n<p><strong>Kindle the Light.</strong> Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.</p>\n<p><strong>Shelter the Light.</strong> Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.</p>\n<p><strong>Preserve Your Own Light.</strong> Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.</p>\n<p><strong>Be the Light.</strong> Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.4ZXqfbliNIHdMNbQ]{Oath of the Ancients}</p>\n<p> </p>\n<h4 id=\"ChannelDivinity-283\"></h4>\n<h2 id=\"OathoftheCrown\">Oath of the Crown</h2>\n<p>The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the orde<span class=\"No-Break\">r’s ranks.</span></p>\n<blockquote>\n<p class=\"Core-Styles_Heading-3\"><strong>TENETS OF THE CROWN</strong></p>\n<p class=\"Core-Styles_Core-Body\">The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the followi<span class=\"No-Break\">ng tenets.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Law. </strong>The law is paramount. It is the mortar that holds the stones of civilization together, and it must be <span class=\"No-Break\">respected.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Loyalty. </strong>Your word is your bond. Without loyalty, oaths and laws are me<span class=\"No-Break\">aningless.</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Courage. </strong>You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then<span class=\"No-Break\"> who will?</span></p>\n<p class=\"Core-Styles_Core-Body\"><strong>Responsibility. </strong>You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and ob<span class=\"No-Break\">ligations.</span></p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.csaYF4Nv60N5vb0Z]{Oath of the Crown}</p>\n<p> </p>\n<h4 id=\"OathSpells-497\"></h4>\n<h2 id=\"OathoftheOpenSea\">Oath of the Open Sea</h2>\n<p>The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.</p>\n<blockquote>\n<p><em><strong>No Greater Life than a Life Lived Free.</strong></em> One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.</p>\n<p><em><strong>Trust the Skies.</strong></em> The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.</p>\n<p><em><strong>Adapt like the Water.</strong></em> The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.</p>\n<p><em><strong>Explore the Uncharted.</strong></em> The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.1RjG3wUxDuYMBPGs]{Oath of the Open Sea}</p>\n<p> </p>\n<h4 id=\"OathSpells-2780278\"></h4>\n<h2 id=\"OathoftheWatchers\">Oath of the Watchers</h2>\n<p>The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.</p>\n<p>Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.</p>\n<blockquote>\n<p><strong>TENETS OF THE WATCHERS</strong></p>\n<p>A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.</p>\n<p><em><strong>Vigilance.</strong></em> The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.</p>\n<p><em><strong>Loyalty.</strong></em> Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.</p>\n<p><em><strong>Discipline.</strong></em> You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.jgcvxIjqbnwscaP0]{Oath of the Watchers}</p>\n<p> </p>\n<h4 id=\"OathSpells-2992378\"></h4>\n<h2 id=\"OathofVengeance\">Oath of Vengeance</h2>\n<p class=\"Core-Styles_Core-Body\">The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delive<span class=\"No-Break\">ring justice.</span></p>\n<blockquote>\n<p class=\"compendium-hr\"><strong>TENETS OF VENGEANCE</strong></p>\n<p class=\"Core-Styles_Core-Body\">The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>Fight the Greater Evil.</strong> Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>No Mercy for the Wicked.</strong> Ordinary foes might win my mercy, but my sworn enemies do not.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>By Any Means Necessary.</strong> My qualms can’t get in the way of exterminating my foes.</p>\n<p class=\"Core-Styles_Core-Body\"><strong>Restitution.</strong> If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.</p>\n</blockquote>\n<p>@Compendium[5e-content.all-subclasses.v4bc7GbBbXhmBEMI]{Oath of Vengeance}</p>\n<p> </p>\n<h2 id=\"Oathbreaker\">Oathbreaker</h2>\n<p class=\"Core-Styles_Core-Body\">An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darknes<span class=\"No-Break\">s remains.</span></p>\n<p class=\"Core-Styles_Core-Body\">A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker<span class=\"No-Break\"> features.</span></p>\n<h4 id=\"ChannelDivinity-287\"></h4>\n<p>@Compendium[5e-content.all-subclasses.HDMGOZzLtus7dukc]{Oathbreaker}</p>\n<p> </p>\n</div>\n</div>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.3f7ldnzzLyhMzANs"}}}
18
{"_id":"xoi9NvZPOL6PHK2C","name":"Arcane Traditions","content":"<p>The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&amp;D, with various traditions dedicated to its complex study.</p>\n<p>The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.</p>\n<h2>Bladesinging</h2>\n<p>Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.</p>\n<p>In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.</p>\n<p> </p>\n<h2>Chronurgy Magic</h2>\n<p>Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.</p>\n<p> </p>\n<h2>Graviturgy Magic</h2>\n<p>Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.</p>\n<p> </p>\n<h2>Order of Scribes</h2>\n<p>Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.</p>\n<p>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</p>\n<p>@Compendium[5e-content.all-subclasses.8RcvLd2Sd4FgAHjM]{Order of Scribes}</p>\n<h2>School of Abjuration</h2>\n<p>The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.</p>\n<p>Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence mu<span class=\"No-Break\">st be closed.</span></p>\n<p> </p>\n<h2>School of Conjuration</h2>\n<p>As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, i<span class=\"No-Break\">n an instant.</span></p>\n<p> </p>\n<h2>School of Divination</h2>\n<p>The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.</p>\n<p> </p>\n<h2>School of Enchantment</h2>\n<p>As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.</p>\n<p> </p>\n<h2>School of Evocation</h2>\n<p>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 aspi<span class=\"No-Break\">ring tyrants.</span></p>\n<p> </p>\n<h2>School of Illusion</h2>\n<p>You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.</p>\n<p> </p>\n<h2>School of Necromancy</h2>\n<p>The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you ca<span class=\"No-Break\">n manipulate.</span></p>\n<p>Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by ma<span class=\"No-Break\">ny societies.</span></p>\n<p> </p>\n<h2>School of Transmutation</h2>\n<p>You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.</p>\n<p>Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and de<span class=\"No-Break\">stroy worlds.</span></p>\n<p> </p>\n<h2>War Magic</h2>\n<p>A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.</p>\n<p>Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.</p>\n<p>In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”</p>\n<p> </p>","folder":null,"sort":0,"permission":{"default":0,"tjDbkcQut7quMHXK":3},"flags":{"core":{"sourceId":"JournalEntry.SaQZLkEIq2CXcEjS"}}}